• Title/Summary/Keyword: 비디오시각화

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Multimedia Information Display System (멀티미디어 정보 출력 시스템)

  • Shin, Jae-Heung;Kim, Hong-Ryul;Lee, Sang-Cheol
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1865-1866
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    • 2008
  • 현재 대부분의 멀티미디어 콘텐츠들은 음성 및 영상 정보로 구성되어 있어, 정보 전달 과정에서 정보를 받아들이는 사람에 따라 임의적으로 해석하거나, 수신하는 사람에 따라 편차가 발생할 수 있다. 그러나, 우리 인간에게 가장 명확한 정보 전달 방법은 문자를 이용하여 시각적으로 정보를 제공하는 것이다. 따라서 비디오 및 오디오 정보의 정보 전달 편차 단점 보완을 위한 문자정보를 자유롭게 추가할 수 있다면 기존의 다양한 멀티미디어 콘텐츠의 전달하고자 하는 정보를 가장 완전하고 명확한 전달 서비스 품질을 보장할 수 있다. 본 논문에서는 다양한 멀티미디어 콘텐츠 정보를 정확하고 명확하게 전달할 수 있도록, 디스플레이 장치에 동영상과 문자정보 및 심볼화 정보를 가장 적합한 비율로 정보 전달영역을 설정하고 정보 전송이 가능한 멀티미디어 정보 디스플레이 시스템(MIDS)을 설계하고 구현하였다.

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Objective Mobile Video Quality Evaluation Method based on Edge Feature and Blocking Artifact (경계영역 특징과 블로킹 효과에 근거한 객관적 모바일)

  • Lee, Seon-Oh;Sim, Dong-Gyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.27-30
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    • 2006
  • 본 논문은 디지털 모바일 비디오에 대한 객관적 화질 평가 방법을 제안한다. 본 논문에서 제시하는 화질 평가 방법은 경계 영역을 구한 뒤, 그 주변 영역에서의 에러 값에 근거한 경계영역 특징과 영상 압축 코덱에 의하여 발생하는 블로킹 효과를 측정함으로써 주관적 화질을 객관화 하였다. 제안한 알고리듬의 성능 평가를 위하여 Mean Opinion Score (MOS)값과 기존의 방법/제안한 방법의 결과를 비교하였다. 본 논문에서는, 인간 시각에 의한 MOS값과의 상관도가 제안한 방법이 기존의 방법에 비하여 비교적 큼을 보였다.

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Human Visual Perception-Based Quantization For Efficiency HEVC Encoder (HEVC 부호화기 고효율 압축을 위한 인지시각 특징기반 양자화 방법)

  • Kim, Young-Woong;Ahn, Yong-Jo;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.28-41
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    • 2017
  • In this paper, the fast encoding algorithm in High Efficiency Video Coding (HEVC) encoder was studied. For the encoding efficiency, the current HEVC reference software is divided the input image into Coding Tree Unit (CTU). then, it should be re-divided into CU up to maximum depth in form of quad-tree for RDO (Rate-Distortion Optimization) in encoding precess. But, it is one of the reason why complexity is high in the encoding precess. In this paper, to reduce the high complexity in the encoding process, it proposed the method by determining the maximum depth of the CU using a hierarchical clustering at the pre-processing. The hierarchical clustering results represented an average combination of motion vectors (MV) on neighboring blocks. Experimental results showed that the proposed method could achieve an average of 16% time saving with minimal BD-rate loss at 1080p video resolution. When combined the previous fast algorithm, the proposed method could achieve an average 45.13% time saving with 1.84% BD-rate loss.

The Generalization of the Area of Internal Triangles for the GSP Use of Mathematically Gifted Students (중등 영재학생들의 GSP를 활용한 내분삼각형 넓이의 일반화)

  • Lee, Heon-Soo;Lee, Kwang-Ho
    • Journal of the Korean School Mathematics Society
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    • v.15 no.3
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    • pp.565-584
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    • 2012
  • This study investigates how the GSP helps gifted and talented students understand geometric principles and concepts during the inquiry process in the generalization of the internal triangle, and how the students logically proceeded to visualize the content during the process of generalization. Four mathematically gifted students were chosen for the study. They investigated the pattern between the area of the original triangle and the area of the internal triangle with the ratio of each sides on m:n respectively. Digital audio, video and written data were collected and analyzed. From the analysis the researcher found four results. First, the visualization used the GSP helps the students to understand the geometric principles and concepts intuitively. Second, the GSP helps the students to develop their inductive reasoning skills by proving the various cases. Third, the lessons used GSP increases interest in apathetic students and improves their mathematical communication and self-efficiency.

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Expression of Chinese Painting Style in Management Simulation Games from the Perspective of 'Woyou' - Taking Peach Blossom Wonderland as an Example ('와유'의 시각에서 본 중국화 스타일의 경영 시뮬레이션게임에서의 표현--도원 깊은 곳에 인가(人家)를 중심으로)

  • Shan Miao
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.437-444
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    • 2024
  • Video games, recognized as the "ninth art," carry not only entertainment functions but also the significant responsibility of disseminating ideas and culture. Increasingly, game developers are integrating specific cultural elements into their games, aiming to foster cultural heritage and emotional resonance. This study explores the modern transformation of traditional artistic concepts in the digital gaming field, starting from the Chinese painting theory of 'Woyou'. By examining game examples, the study analyzes the forms of expression of 'Woyou' in virtual landscape spaces and how player identity influences the 'Woyou' experience. The findings suggest that digital games offer new forms of traditional aesthetic wisdom and that Chinese traditional painting theory can gain modern interpretation in the context of digital game design. This provides theoretical support for optimizing game visual design and promotes the expansive development of traditional art concepts in the new media era.

Video Watermarking Scheme with Adaptive Embedding in 3D-DCT domain (3D-DCT 계수를 적응적으로 이용한 비디오 워터마킹)

  • Park Hyun;Han Ji-Seok;Moon Young-Shik
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.3
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    • pp.3-12
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    • 2005
  • This paper introduces a 3D perceptual model based on JND(Just Noticeable Difference) and proposes a video watermarking scheme which is perceptual approach of adaptive embedding in 3D-DCT domain. Videos are composed of consecutive frames with many similar adjacent frames. If a watermark is embedded in the period of similar frames with little motion, it can be easily noticed by human eyes. Therefore, for the transparency the watermark should be embedded into some places where motions exist and for the robustness its magnitude needs to be adjusted properly. For the transparency and the robustness, watermark based on 3D perceptual model is utilized. That is. the sensitivities from the 3D-DCT quantization are derived based on 3D perceptual model, and the sensitivities of the regions having more local motion than global motion are adjusted. Then the watermark is embedded into visually significant coefficients in proportion to the strength of motion in 3D-DCT domain. Experimental results show that the proposed scheme improves the robustness to MPEG compression and temporal attacks by about $3{\sim}9\%$, compared to the existing 3D-DCT based method. In terms of PSNR, the proposed method is similar to the existing method, but JND guarantees the transparency of watermark.

Copyright Protection for Fire Video Images using an Effective Watermarking Method (효과적인 워터마킹 기법을 사용한 화재 비디오 영상의 저작권 보호)

  • Nguyen, Truc;Kim, Jong-Myon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.579-588
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    • 2013
  • This paper proposes an effective watermarking approach for copyright protection of fire video images. The proposed watermarking approach efficiently utilizes the inherent characteristics of fire data with respect to color and texture by using a gray level co-occurrence matrix (GLCM) and fuzzy c-means (FCM) clustering. GLCM is used to generate a texture feature dataset by computing energy and homogeneity properties for each candidate fire image block. FCM is used to segment color of the fire image and to select fire texture blocks for embedding watermarks. Each selected block is then decomposed into a one-level wavelet structure with four subbands [LL, LH, HL, HH] using a discrete wavelet transform (DWT), and LH subband coefficients with a gain factor are selected for embedding watermark, where the visibility of the image does not affect. Experimental results show that the proposed watermarking approach achieves about 48 dB of high peak-signal-to-noise ratio (PSNR) and 1.6 to 2.0 of low M-singular value decomposition (M-SVD) values. In addition, the proposed approach outperforms conventional image watermarking approach in terms of normalized correlation (NC) values against several image processing attacks including noise addition, filtering, cropping, and JPEG compression.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

Semantic Event Detection and Summary for TV Golf Program Using MPEG-7 Descriptors (MPEG-7 기술자를 이용한 TV 골프 프로그램의 이벤트검출 및 요약)

  • 김천석;이희경;남제호;강경옥;노용만
    • Journal of Broadcast Engineering
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    • v.7 no.2
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    • pp.96-106
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    • 2002
  • We introduce a novel scheme to characterize and index events in TV golf programs using MPEG-7 descriptors. Our goal is to identify and localize the golf events of interest to facilitate highlight-based video indexing and summarization. In particular, we analyze multiple (low-level) visual features using domain-specific model to create a perceptual relation for semantically meaningful(high-level) event identification. Furthermore, we summarize a TV golf program with TV-Anytime segmentation metadata, a standard form of an XML-based metadata description, in which the golf events are represented by temporally localized segments and segment groups of highlights. Experimental results show that our proposed technique provides reasonable performance for identifying a variety of golf events.

Visualization of Microfiltraton Membrane Fouling by High Speed Video System (고속 비디오 시스템을 이용한 정밀여과 막오염의 시각화)

  • 정건용;김래현
    • Membrane Journal
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    • v.13 no.3
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    • pp.174-181
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    • 2003
  • In this study the formation of the particle layer near the membrane surface was observed for the crossflow micro filtration module by the high speed video system. The microfiltration membrane of 0.2 {\mu}m$ nominal pore size and the 0.05 wt% solution of the polyacryl-copolymer particle distributed between 100 and 180 {\mu}m$ were used for the experiment. The feed rates were changed to 0.5, 0.75, 1.0, 1.25 and 1.5 cm/sec while the permeate rates were maintained at $20{\pm}3%$ of the feed rates, respectively, It was observed that the particles were accumulated rapidly on the membrane surface as the feed flow rate increased, but the particles were not accumulated at 0.5 cm/sec, Also, it was confirmed that almost all of the particles in the layer already formed during filtration were removed within 30 seconds as the feed flow rate increased to 1.88 cm/sec.