• Title/Summary/Keyword: 비디오 동영상

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Forward Vehicle Tracking Based on Weighted Multiple Instance Learning Equipped with Particle Filter (파티클 필터를 장착한 가중된 다중 인스턴스학습을 이용한 전방차량 추적)

  • Park, Keunho;Lee, Joonwhoan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.4
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    • pp.377-385
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    • 2015
  • This paper proposes a novel forward vehicle tracking algorithm based on the WMIL(Weighted Multiple Instance Learning) equipped with a particle filter. In the proposed algorithm Haar-like features are used to train a vehicle object detector to be tracked and the location of the object are obtained from the recognition result. In order to combine both the WMIL to construct the vehicle detector and the particle filter, the proposed algorithm updates the object location by executing the propagation, observation, estimation, and selection processes involved in particle filter instead of finding the credence map in the search area for every frame. The proposed algorithm inevitably increases the computation time because of the particle filter, but the tracking accuracy was highly improved compared to Ababoost, MIL(Multiple Instance Learning) and MIL-based ones so that the position error was 4.5 pixels in average for the videos of national high-way, express high-way, tunnel and urban paved road scene.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.599-606
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    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.

Efficient Integer pel and Fractional pel Motion Estimation on H.264/AVC (H.264/AVC에서 효율적인 정화소.부화소 움직임 추정)

  • Yoon, Hyo-Sun;Kim, Hye-Suk;Jung, Mi-Gyoung;Kim, Mi-Young;Cho, Young-Joo;Kim, Gi-Hong;Lee, Guee-Sang
    • The KIPS Transactions:PartB
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    • v.16B no.2
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    • pp.123-130
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    • 2009
  • Motion estimation (ME) plays an important role in digital video compression. But it limits the performance of image quality and encoding speed and is computational demanding part of the encoder. To reduce computational time and maintain the image quality, integer pel and fractional pel ME methods are proposed in this paper. The proposed method for integer pel ME uses a hierarchical search strategy. This strategy method consists of symmetrical cross-X pattern, multi square grid pattern, diamond patterns. These search patterns places search points symmetrically and evenly that can cover the overall search area not to fall into the local minimum and to reduce the computational time. The proposed method for fractional pel uses full search pattern, center biased fractional pel search pattern and the proposed search pattern. According to block sizes, the proposed method for fractional pel decides the search pattern adaptively. Experiment results show that the speedup improvement of the proposed method over Unsymmetrical cross Multi Hexagon grid Search (UMHexagonS) and Full Search (FS) can be up to around $1.2{\sim}5.2$ times faster. Compared to image quality of FS, the proposed method shows an average PSNR drop of 0.01 dB while showing an average PSNR gain of 0.02 dB in comparison to that of UMHexagonS.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

3D 콘텐츠의 미래와 스토리텔링

  • Jeon, Hye-Jeong
    • Information and Communications Magazine
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    • v.27 no.3
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    • pp.17-22
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    • 2010
  • 최근 들어 3D에 관한 관심이 높아지면서 각종 기술적인 이슈는 물론 3D 콘텐츠의 제작 방향에 대한 논의가 활발하게 이루어지고 있다. 흔히들 3D 콘텐츠라고 부르는 것은 현재로선 어떤 특정한 장르나 엄정한 정의를 가진 용어라기보다는 일종의 새로운 매체기술을 위한, 매체 기준적인 콘텐츠의 분류 형태라고 볼 수 있을 것이다. 따라서 3D 콘텐츠라는 용어를 새로이 썼다고 해서 좋은 콘텐츠가 지녀야 할 근본적인 요소가 달라지는 것은 아니다. 물론 매체의 발전과 변화에 따라 대중들의 가치관, 예술적 시대적 패러다임, 근본적인 인간의 생활방식까지 바뀔 수 있다는 것은 자명한 사실이다. 이는 회화 문화에서 사진의 등장으로, 사진에서 동영상으로, 영화에서 TV와 비디오로, 그리고 아날로그에서 디지털로의 중심 이동이 인간의 삶에 얼마나 큰 변화를 초래했는지만 상기해봐도 쉽게 알 수 있다. 그러므로 3D기술이 가진 파급효과와 영향력이 어디까지인지 쉽게 단정할 수는 없는 것이다. 그러나 언급했듯이 어떤 콘텐츠라도 결국엔 인간이 향유하리란 점은 분명한 사실이다. 현재는 3D 콘텐츠의 제작 방향에 대해서 지나치게 매체 중심적으로 접근하려는 경향이 있는데, 역사적으로 언제나 인간에게 매력적이었던 콘텐츠의 기본은 변함이 없었다. 변하는 것은 오히려 매체나 기술, 하드웨어 쪽이었다. 따라서 콘텐츠를 매체에 이식하는 가변적인 내용물쯤으로 이해하는 기술중심의 사고에서, 인간이 근본적으로 원하는 이야기 콘텐츠를 구현하기 위해 매체가 변해왔다는 점을 이해해야 하는 콘텐츠 중심 사고도 할 필요가 있는 것이다. 본고에서는 과거 많은 매체들의 역사를 통해 새로운 매체 기반에서의 콘텐츠의 모습이 어떻게 변해왔는지를 되짚어 보려고 하며, 이를 통해 앞으로 3D 콘텐츠의 향방을 유추해 볼 기회를 마련하고자 한다.

The establishment of Digital Image Capture System(DICS) using conventional simulator (Conventional simulator를 이용한 Digital image capture system(DICS)의 구축)

  • Oh Taesung;Park Jongil;Byun Youngsik;Shin HyunKyoh
    • The Journal of Korean Society for Radiation Therapy
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    • v.16 no.2
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    • pp.25-32
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    • 2004
  • Purpose : The simulator is used to determine patient field and ensure the treatment field, which encompasses the required anatomy during patient normal movement such as during breathing. The latest simulator provide real time display of still, flouroscopic and digitalized image, but conventional simulator is not yet. The purpose of this study is to introduce digital image capture system(DICS) using conventional simulator and clinical case using digital captured still and flouroscopic image. Methods and materials : We connect the video signal cable to the video terminal in the back up of simulator monitor, and connect the video jack to the A/D converter. After connection between the converter jack and computer, We can acquire still image and record flouroscopic image with operating image capture program. The data created with this system can be used in patient treatment, and modified for verification by using image processing software. (j.e. photoshop, paintshop) Result : DICS was able to establish easy and economical procedure. DCIS image was helpful for simulation. DICS imaging was powerful tool in the evaluation of the department specific patient positioning. Conclusion : Because the commercialized simulator based of digital capture is very expensive, it is not easily to establish DICS simulator in the most hospital. DICS using conventional simulator enable to utilize the practical use of image equal to high cost digitalized simulator and to research many clinical cases in case of using other software program.

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A Handover Protocol for the IEEE WAVE-based Wireless Networks (IEEE WAVE 기반의 무선 네트워크를 위한 핸드오버 프로토콜)

  • Choi, Jung-Wook;Lee, Hyuk-Joon;Choi, Yong-Hoon;Chung, Young-Uk
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.1
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    • pp.76-83
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    • 2011
  • The IEEE WAVE-based communication systems do not provide handover services since most of the application layer messages of a small amount containing text data that are related to safe driving. Multimedia data service such as web pages and CCTV video clips, however, require a seamless handover for continuation of a session via multiple RSUs. In this paper, we propose a new proactive handover protocol based on IEEE WAVE. According to the proposed handover protocol, the OBU notifies the old RSU of its departure from the coverage such that the old RSU forwards to the new RSU the data heading towards the OBU to be cached for the further delivery upon its entry into the new RSU's coverage. The simulation results are presented which shows the performance of the proposed protocol in terms of throughput, delivery ratio and handover delay.

Performance Improvement of Adaptive Hierarchical Hexagon Search by Extending the Search Patterns (탐색 패턴 확장에 의한 적응형 계층 육각 탐색의 성능 개선)

  • Kwak, No-Yoon
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.305-315
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    • 2008
  • Pre-proposed AHHS(Adaptive Hierarchical Hexagon Search) is a kind of the fast hierarchical block matching algorithm based on the AHS(Adaptive Hexagon Search). It is characterized as keeping the merits of the AHS capable of fast estimating motion vectors and also adaptively reducing the local minima often occurred in the video sequences with higher spatio-temporal motion activity. The objective of this paper is to propose the method effectively extending the horizontal biased pattern and the vertical biased pattern of the AHHS to improve its predictive image quality. In the paper, based on computer simulation results for multiple video sequences with different motion characteristics, the performance of the proposed method was analysed and assessed in terms of the predictive image quality and the computational time. The simulation results indicated that the proposed method was both suitable for (quasi-) stationary and large motion searches. While the proposed method increased the computational load on the process extending the hexagon search patterns, it could improve the predictive image quality so as to cancel out the increase of the computational load.

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A Study on the Development of T-DMB Frame Analysis Simulator and its Utilization in Education (T-DMB 프레임 분석 시뮬레이터 개발 및 교육활용에 관한 연구)

  • Hwang, In-Tae;Kim, Han-Jong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.31-37
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    • 2015
  • Terrestrial digital multimedia broadcasting (TDMB) is a method of bringing multimedia images, radio, internet, and television to portable devices through terrestrial digital radio transmissions. TDMB related educations being carried out in colleges are focusing on developing firmware which enables users to choose a wanted service. TDMB transmission frame is made up of synchronization channel (SC), fast information channel (FIC), and main service channel (MSC). Services such as video, audio and date are transmitted in the form of subchannel in the MSC. FIC carries information related to each services and subchannels. This paper presents a TDMB frame analysis simulator for analyzing and displaying FIC data on PC. TDMB frame analysis simulator contains functions such as controlling TDMB receiver through USB, establishing the frequency, bringing FIC to PC, displaying ensemble ID and levels, and displaying informations related to services and subchannels. In addition to that, this simulator has a function of being able to store FIC date and subchannel data. This simulator being developed with C++ is expected to be used to view those data visually so that it helps students to understand the TDMB system better and bring about the educational motivation.

A Study on Methods for Activating Libraries' YouTube Channel (도서관 유튜브(YouTube) 채널의 활성화 방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.1-24
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    • 2020
  • The social media paradigm centered on videos continues to deepen due to the diversification of 5G devices, high-definition and immersive SNS. The purpose of this study is to propose various utilization strategies and measures through the analysis of the current status of YouTube channel operation and provided contents operated in public libraries. In this study, 44 libraries in Korea that have opened and operated Library YouTube Channel and 12 libraries that actively utilize library YouTube channels with more than 1,000 subscribers were surveyed for the current status of subscribers, views, video count data, and contents and delivery methods of Library YouTube Channel. Based on the analysis results, the library's YouTube channel was proposed to utilize the library's YouTube channel, 1) to secure the specificity and purpose of the library's YouTube channel, 2) to promote and enhance access to the YouTube channel, 3) to improve the YouTube channel to user-friendly interface, 5) to plan and provide library expertise and educational contents, 6) to operate the integrated YouTube channel, and 7) to provide user-based content.