• Title/Summary/Keyword: 미디어 이용시간

Search Result 1,763, Processing Time 0.03 seconds

Adaptive Reference Structure Decision Method for HEVC Encoder (HEVC 부호화기의 적응적 참조 구조 변경 방법)

  • Mok, Jung-Soo;Kim, JaeRyun;Ahn, Yong-Jo;Sim, Donggyu
    • Journal of Broadcast Engineering
    • /
    • v.22 no.1
    • /
    • pp.1-14
    • /
    • 2017
  • This paper proposes adaptive reference structure decision method to improve the performance of HEVC (High Efficiency Video Coding) encoder. When an event occurs in the input sequence, such as scene change, scene rotation, fade in/out, or light on/off, the proposed algorithm changes the reference structure to improve the inter prediction performance. The proposed algorithm divides GOP (Group Of Pictures) into two sub-groups based on the picture that has such event and decides the reference pictures in the divided sub-groups. Also, this paper proposes fast encoding method which changes the picture type of first encoded picture in the GOP that has such event to CRA (Clean Random Access). With the statistical feature that intra prediction is selected by high probability for the first encoded picture in the GOP carrying such event, the proposed fast encoding method does not operate inter prediction. The experimental result shows that the proposed adaptive reference structure decision method improves the BD-rate 0.3% and reduces encoding time 4.9% on average under the CTC (Common Test Condition) for standardization. In addition, the proposed reference structure decision method with the picture type change reduces the average encoding time 12.2% with 0.11% BD-rate loss.

Study on the Characteristics and Quality Level of Single Subject Researches in the Sensory Integration Therapy Field of Korean Occupational Therapy (감각통합치료효과에 대한 단일대상연구의 특성과 질적 수준에 대한 고찰)

  • Kwag, Sung-Won;Sim, Je-Muang;Roh, Hyo-Lyun
    • The Journal of Korean Academy of Sensory Integration
    • /
    • v.12 no.2
    • /
    • pp.25-36
    • /
    • 2014
  • Objective : The purpose of this study is learning the characteristics of literature applying single subject researches in the field of sensory integration therapy of Korean occupational therapy and evaluating the quality level of them. Methods : Analyzed the characteristics of 17 single subject research papers (independent variable, study design, study subject, total number of session, study period, intervention time, intervention place, dependent variable, measuring tool and result) published between 2002 and 2013 using the document delivery service of Korean Society of Occupational Therapy, National Discovery for Science Leaders (NDSL), Nuri Media (DBpia), Research Information Sharing Service (RISS), Korean Studies Information Service System (KISS) and National Assembly Library and evaluated the literatures using quality evaluation scale. Results : According to the analysis result on the literature characteristics, reversal design was the most used study method. Total number of session was 10 sessions to 34 sessions. Study period was 4 weeks to 16 weeks. Intervention time was 8 minutes to 70 minutes and most interventions were done in occupational therapy room or sensory integration therapy room. According to the result of quality level evaluation, 4 papers out of 17 papers were on high level and remaining papers were on intermediate level. However, there was no study which included intervention blind. Conclusion : Suggested standards that need to be supplemented and discussions on qualitative improvement including repetitive research on the mediation effect during the application of the single subject research methodology, the securement of adequate data sections, and processing of a mediation blind. It is expected to be used as basic data for conducting a better qualitative research in the future.

QoS Routing Protocol using multi path in Unidirectional Mobile Ad Hoc Networks (단방향 이동 Ad Hoc 망에서의 다중경로를 이용한 QoS 라우팅 프로토콜)

  • Kang, Kyeong-In;Park, Kyong-Bae;Yoo, Choong-Yul;Jung, Chan-Hyeok;Lee, Kwang-Bae;Kim, Hyun-Ug
    • The KIPS Transactions:PartC
    • /
    • v.9C no.6
    • /
    • pp.935-944
    • /
    • 2002
  • It is the Mobile Ad Hoc Networks that constituted with serveral mobile node that can communicate with other mobile nodes. Until now, there were no routing protocols considering such as Multimediadata, VOD (Video On Demand), which is required of lots of bandwidth in Mobile Ad Hoc Network, io we are in the need of QoS (Quality of Service)routing protocol to transmit the data packets faster and more accurate. Also, there are an unidirectional links due to asymmetric property of mobile terminals or current wireless environments on practical mobile ad hoc networks. However, at present, the existing mobile ad hoc routing protocols are implemented to support only bidirectional links. In this paper, we propose the Advanced Routing routing protocol in order to implement a new routing protocol, which is fit to mobile ad hoc networks containing unidirectional links and to support QoS service. For the performance evaluation, we use NS-2 simulator of U.C. Berkeley. We could get not only increased received data rate and decreased average route discovery time, but also network load decreases with compared Best effort service.

Generating Extreme Close-up Shot Dataset Based On ROI Detection For Classifying Shots Using Artificial Neural Network (인공신경망을 이용한 샷 사이즈 분류를 위한 ROI 탐지 기반의 익스트림 클로즈업 샷 데이터 셋 생성)

  • Kang, Dongwann;Lim, Yang-mi
    • Journal of Broadcast Engineering
    • /
    • v.24 no.6
    • /
    • pp.983-991
    • /
    • 2019
  • This study aims to analyze movies which contain various stories according to the size of their shots. To achieve this, it is needed to classify dataset according to the shot size, such as extreme close-up shots, close-up shots, medium shots, full shots, and long shots. However, a typical video storytelling is mainly composed of close-up shots, medium shots, full shots, and long shots, it is not an easy task to construct an appropriate dataset for extreme close-up shots. To solve this, we propose an image cropping method based on the region of interest (ROI) detection. In this paper, we use the face detection and saliency detection to estimate the ROI. By cropping the ROI of close-up images, we generate extreme close-up images. The dataset which is enriched by proposed method is utilized to construct a model for classifying shots based on its size. The study can help to analyze the emotional changes of characters in video stories and to predict how the composition of the story changes over time. If AI is used more actively in the future in entertainment fields, it is expected to affect the automatic adjustment and creation of characters, dialogue, and image editing.

Control of Temperature and the Direction of Wind Using Thermal Images and a Fuzzy Control Method (열 영상과 퍼지 제어 기법을 이용한 온도 및 풍향 제어)

  • Kim, Kwang-Baek;Cho, Jae-Hyun;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.11
    • /
    • pp.2083-2090
    • /
    • 2008
  • In this paper, we propose a method for control of temperature and the direction of wind in an air-cooler using thermal images and fuzzy inference rules in order to achieve energy saving. In a simulation for controlling temperature, a thermal image is transformed to a color distribution image of $300{\times}400$ size to analyze the thermal image. A color distribution image is composed of R, G and B values haying temperature values of Red, Magenta, Yellow, Green, Cyan and Blue. Each color has a temperature value from $24.0^{\circ}C$ to $27.0^{\circ}C$ and a color distribution image is classified into height hierarchies from level 1 to level 10. The classified hierarchies have their peculiar color distributions and temperature values are assigned to each level by temperature values of the peculiar colors. The process for controlling overall balance of temperature and the direction of wind in an indoor space is as follows. Fuzzy membership functions are designed by the direction of wind, duration time, and temperature and height values of a color distribution image to calculate the strength of wind. After then, the strength of wind is calculated by membership values of membership functions.

Trend Analysis in Maker Movement Using Text Mining (텍스트 마이닝을 이용한 메이커 운동의 트렌드 분석)

  • Park, Chanhyuk;Kim, Ja-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.468-488
    • /
    • 2018
  • The maker movement is a phenomenon of society and culture where people who make necessary things come together and share knowledge and experience through creativity. However, as the maker movement has grown rapidly over the past decade, there is still a lack of consensus for how far they will be viewed as a maker movement. We need to look at how the maker movement has changed so far in order to find the direction of development of the maker movement. This study analyzes the media articles using text-based big data analysis methodology to understand how the issue of the maker movement has changed in general media. In particular, we apply Keyword Network Analysis and DTM(Dynamic Topic Model) to analyze changes of interest according to time. The Keyword Network Analysis derives major keywords at the word level in order to analyze the evolution of the maker movement, and DTM helps to identify changes in interest in different areas of the maker movement at three levels: word, topic, and document. As a result, we identified major topics such as start-ups, makerspaces, and maker education, and the major keywords have changed from 3D printer and enterprise to education.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.197-202
    • /
    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

The Effect of OTT Service Characteristics on Flow, Satisfaction, and Brand Loyalty of MZ Generation Users : Focusing on Netflix Users in South Korea (OTT 서비스의 특성이 MZ세대 이용자의 몰입 및 만족도와 브랜드 충성도에 미치는 영향 - 국내 넷플릭스 이용자를 중심으로)

  • SeonYoung Jhee;Sang-Lin Han
    • Journal of Service Research and Studies
    • /
    • v.12 no.4
    • /
    • pp.30-49
    • /
    • 2022
  • Recently, as the transition to the untact era due to COVID-19 accelerates, non-face-to-face and non-contact practices have become commonplace, and the OTT (Over-The-Top) service market that provides media content such as movies and broadcast programs through the open Internet is largely expanded and it is receiving great attention from the MZ generation, who are familiar with digital devices and environments. In this study, the effects of OTT service characteristics on MZ generation users' flow, satisfaction and brand loyalty were examined, focusing on Netflix users, one of the representative OTT service brands. In order to carry out this study, a total of 216 people who have used the Netflix OTT service platform were empirically verified by using the survey data of those who have used it for analysis. As a result of the analysis, it was found that among the characteristics of OTT service, contents diversity, convenience, and reliability had a positive (+) effect on flow. Also, flow has a positive (+) effect on satisfaction, and satisfaction has a positive (+) effect on brand loyalty. However, among the characteristics of the OTT service, the recommended service did not have a positive (+) effect on the flow, and the flow did not have a direct positive (+) effect on the brand loyalty. Flow had a positive (+) effect on the brand loyalty through satisfaction. Through this study, it is expected that the market revitalization of the OTT service-related industry and the increasing number of OTT service brands will be able to contribute to the establishment of marketing strategies for the MZ generation consumers, and to provide practical implications.

QRAS-based Algorithm for Omnidirectional Sound Source Determination Without Blind Spots (사각영역이 없는 전방향 음원인식을 위한 QRAS 기반의 알고리즘)

  • Kim, Youngeon;Park, Gooman
    • Journal of Broadcast Engineering
    • /
    • v.27 no.1
    • /
    • pp.91-103
    • /
    • 2022
  • Determination of sound source characteristics such as: sound volume, direction and distance to the source is one of the important techniques for unmanned systems like autonomous vehicles, robot systems and AI speakers. There are multiple methods of determining the direction and distance to the sound source, e.g., using a radar, a rider, an ultrasonic wave and a RF signal with a sound. These methods require the transmission of signals and cannot accurately identify sound sources generated in the obstructed region due to obstacles. In this paper, we have implemented and evaluated a method of detecting and identifying the sound in the audible frequency band by a method of recognizing the volume, direction, and distance to the sound source that is generated in the periphery including the invisible region. A cross-shaped based sound source recognition algorithm, which is mainly used for identifying a sound source, can measure the volume and locate the direction of the sound source, but the method has a problem with "blind spots". In addition, a serious limitation for this type of algorithm is lack of capability to determine the distance to the sound source. In order to overcome the limitations of this existing method, we propose a QRAS-based algorithm that uses rectangular-shaped technology. This method can determine the volume, direction, and distance to the sound source, which is an improvement over the cross-shaped based algorithm. The QRAS-based algorithm for the OSSD uses 6 AITDs derived from four microphones which are deployed in a rectangular-shaped configuration. The QRAS-based algorithm can solve existing problems of the cross-shaped based algorithms like blind spots, and it can determine the distance to the sound source. Experiments have demonstrated that the proposed QRAS-based algorithm for OSSD can reliably determine sound volume along with direction and distance to the sound source, which avoiding blind spots.

The Relationship of European Landscape Painting and the Scientific (Visual) Instruments in the Pre-modern Period: On the Using of Camera obscura and Camera lucida in the Artistic Works by Canaletto·Sandby·Talbot (근대 유럽 풍경화와 과학(영상)기구의 연관성 - 카날레토·샌드비·탈보트의 미술작업에서 카메라 옵스쿠라와 카메라 루시다의 사용에 대해)

  • LEE, Sangmyon
    • Korean Association for Visual Culture
    • /
    • v.23
    • /
    • pp.329-368
    • /
    • 2013
  • This thesis investigates the relationship of the 18th century European landscape painting and the scientific (optical) instruments like Camera obscura and Camera lucida. Based on the fact that some landscape painters, 'veduta painters', at that times might have used or surely used these optical instruments in their sketches/drawings, it explores the reasons for using them and their working process with them, and analyses the advantages/disadvantages here as well as the aesthetic problems in the cases of the Italian painter Antonio Canaletto (or Canal, 1697-1768), the British topographic artist Thomas Sandby (1721-98) and the British chemist/optician Willian Henry Fox Talbot (1800-77). Advantages of using Camera obscura/lucida are rapidity in drawing, truthful representation of nature/reality and 'accurate' fulfilling of perspectival structures. But partly 'inaccurate' or simplified depictions as disadvantages can be traced in drawings/sketches made by using these instruments. Another problem lie in the subordination of the artistic work to the technical devices, but for artists still remain the creative working process in painting like coloring, tone and chiaroscuro etc. Therefore, it can be maintained that the optical instruments have played a role of the subsidiary tool as an aid to painting.