• Title/Summary/Keyword: 블록 정합

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Accelerated compression of sub-images by use of effective motion estimation and difference image methods in integral imaging (집적영상에서 효율적인 물체움직임 추정 및 차 영상 기법을 이용한 서브영상의 고속 압축)

  • Lee, Hyoung-Woo;Kim, Eun-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2762-2770
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    • 2012
  • In this paper, we propose a novel approach to effectively compress the sub-images transformed from the picked-up elemental images in integral imaging, in which motion vectors of the object in each sub-image are fast and accurately estimated and compensated by combined use of MSE(mean square error)-based TSS(tree-step search) and FS(full search) schemes. This is, the possible object areas in each sub-image are searched by using the fast TSS algorithm in advance, then the these selected object areas are fully searched with the accurate FS algorithm. Furthermore, the sub-images in which all object's motion vectors are compensated, are transformed into the residual images by using the difference image method and finally compressed with the MPEG-4 algorithm. Experimental results reveal that the proposed method shows 214% improvement in the compression time per each image frame compared to that of the conventional method while keeping the same compression ratio with the conventional method. These successful results confirm the feasibility of the proposed method in the practical application.

An Improved Three Step Search Algorithm for the Motion Match Blocks in H.263 (H.263에서 움직임 정합 블록을 위한 개선된 3단계 탐색 알고리즘)

  • Sim, Jong-Chae;Park, Yeong-Mok;Seong, Yun-Ju;Seong, Yun-Ju;Yoo, Kyeong-Jong;Park, Jae-Hong
    • Journal of KIISE:Information Networking
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    • v.29 no.1
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    • pp.86-96
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    • 2002
  • In video conferencing system using H.263 encoding and decoding time is as important as compression rate is. To reduce encoding time, a number of methods were proposed. We use a method of them that reduces the computational complexity in motion estimation. The complexity is determined by three factors, such as a cost function, a search range parameter, and a motion search algorithm. In fact, it takes a lot of time to encode the video data on account of the cost function factor. That's the reason that we use the factor to reduce encoding time. In this paper, we tried to reduce total encoding time by reducing the number of calling the cost function. In case of a little moving, our algorithm enabled faster motion searching than TSS(Three Step Search) and NTSS(New TSS). Here, we called the algorithm by an ITSS(Improved TSS) that improves a shortcoming of NTSS requiring more checkpoints than TSS. For an experimentation, our algorithm was compared to other algorithms using PSNR, file size and SAD call times.

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.