• Title/Summary/Keyword: 비디오 영상

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News Editing and Transferring System in a Distant Region (원격 뉴스 편집 전송 시스템)

  • Yang, Ki-Sun;Jeon, Seong-Qyu;Lee, Man-Kyu;Kim, Hee-Jung;Park, Sung-Choon
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.243-249
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    • 2007
  • In this paper we introduce a system that assists news reporters to easily edit source video anywhere, and transfer the result from a remote site to the station. Presently reporters are bothered to edit source materials, compress and transfer using several separate tools. Moreover such tools have lots of too complicated features to use only for news production. We have integrated file sending and video editing functions together for seamless workflow. News programs usually need promptness in production. For this reason our system is designed to make it possible the one-stop production of news items outside the TV station. Also the system reflects the demands of field workers, that is, easy usage for the beginner and features for speedy news production. One of the most focused is that the reliability of the system is guaranteed in the process of transfer. To achieve this end, we have implemented several error-resilient schemes for unexpected network errors. Our system consists of remote laptop editing terminals and a newsgathering server. DV-format based editing and analog-to-DV converting device are adopted to capture video from not only lightweight DV camcorders but also old-fashioned ENG cameras into laptop computers. We expect that news reporters and cameramen can take terminals anywhere the Internet is available and both editing and sending will be done on the spot. This will help increase the competitive power of our news production.

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The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.143-157
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    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

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Fast Intra-Mode Decision for H.264/AVC using Inverse Tree-Structure (H.264/AVC 표준에서 역트리 구조를 이용하여 고속으로 화면내 모드를 결정하는 방법)

  • Ko, Hyun-Suk;Yoo, Ki-Won;Seo, Jung-Dong;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.310-318
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    • 2008
  • The H.264/AVC standard achieves higher coding efficiency than previous video coding standards with the rate-distortion optimization (RDO) technique which selects the best coding mode and reference frame for each macroblock. As a result, the complexity of the encoder have been significantly increased. In this paper, a fast intra-mode decision algorithm is proposed to reduce the computational load of intra-mode search, which is based on the inverse tree-structure edge prediction algorithm. First, we obtained the dominant edge for each $4{\times}4$ block from local edge information, then the RDO process is only performed by the mode which corresponds to dominant edge direction. Then, for the $8{\times}8$ (or $16{\times}16$) block stage, the dominant edge is calculated from its four $4{\times}4$ (or $16{\times}16$) blocks' dominant edges without additional calculation and the RDO process is also performed by the mode which is related to dominant edge direction. Experimental results show that proposed scheme can significantly improve the speed of the intra prediction with a negligible loss in the peak signal to noise ratio (PSNR) and a little increase of bits.

An Efficient Parallelization Implementation of PU-level ME for Fast HEVC Encoding (고속 HEVC 부호화를 위한 효율적인 PU레벨 움직임예측 병렬화 구현)

  • Park, Soobin;Choi, Kiho;Park, Sang-Hyo;Jang, Euee Seon
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.178-184
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    • 2013
  • In this paper, we propose an efficient parallelization technique of PU-level motion estimation (ME) in the next generation video coding standard, high efficiency video coding (HEVC) to reduce the time complexity of video encoding. It is difficult to encode video in real-time because ME has significant complexity (i.e., 80 percent at the encoder). In order to solve this problem, various techniques have been studied, and among them is the parallelization, which is carefully concerned in algorithm-level ME design. In this regard, merge estimation method using merge estimation region (MER) that enables ME to be designed in parallel has been proposed; but, parallel ME based on MER has still unconsidered problems to be implemented ideally in HEVC test model (HM). Therefore, we propose two strategies to implement stable parallel ME using MER in HM. Through experimental results, the excellence of our proposed methods is shown; the encoding time using the proposed method is reduced by 25.64 percent on average of that of HM which uses sequential ME.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

An Analysis of influencing factors to perceived LOS of Drivers in Urban Arterial (도시부 간선도로 운전자의 인식서비스수준에 대한 영향요인분석)

  • Kim, Tae-Ho;Lee, Yong-Taeck;Ko, Jun-Ho
    • International Journal of Highway Engineering
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    • v.10 no.4
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    • pp.65-77
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    • 2008
  • LOS(Level of Service) concept are popularly used in many countries as the MOEs to evaluate the road construction and operation plans. However, MOEs such as travel time and delay only measure quantitative factors describing traffic flow, although qualitative factors such as scenic, comfort and reliable factors are very important for roadway drivers to define the LOS. Therefore, this paper are focusing on verifying the difference between perceived LOS and LOS in KHCM, and proving qualitative factors affecting Drivers' Perceived LOS in Urban Arterial. As a result, following outputs are obtained; (1) verifying the difference between perceived LOS(PLOS) and LOS in KHCM (2) proving that qualitative factors such as scenic and driver behavior factors affects PLOS (3) suggesting that qualitative factors should be considered in MOEs of LOS

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The Effects of Target Position on the Bowling Motion (목표위치가 볼링투구동작에 미치는 영향)

  • Kim, Min-Soo;Back, Jin-Ho;Kwak, Chang-Soo;Lee, Ki-Chung;Park, Jong-Chul
    • Korean Journal of Applied Biomechanics
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    • v.19 no.1
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    • pp.67-75
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    • 2009
  • The purpose of this study is to analyze the effects of target position on the bowling motion. Four female high school athletes with more than four years of bowling experiences were recruited to this study. The major results of this study are as follows; When a subject treats the 1st pin, The spin angle of a coxa for the target position is largely kept from the downswing to the backswing peak point. When a subject treats the 7th pin, As the 7th pin exists at the left side for the right shoulder axis of the thrower, the movement of the ball center of the thrower from side to side is the lowest. In addition, the time required and horizontal speed appear the highest in the release section. The slant angle of a shoulder is largely increased as she moves from the backswing peak point to the release section. The twist angle of a shoulder also appears small as a throw motion is made toward the left side. When a subject treats the 10th pin, The spin angle of a shoulder and the twist angle of a body in motion appear the largest in the release section. So, there are the effects of target position on the bowling motion.

Business Model of Data Service in Broadcasting and Communication Convergence (유비쿼터스시대 방송과 통신의 컨버전스 데이터 서비스 비즈니스 모델)

  • Jung, Chang-Duk;Lee, Ji-Eun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.245-249
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    • 2006
  • 디지털 컨버전스와 유비쿼터스 시대의 시작은 디지털 미디어 기술의 발전과 방송 통신 사업의 컨버전스를 가속화 시켰으며, 그 결과로DMB, WCDHA, Wibro, IP-TV, HSDPA 등의 새로운 형태의 차세대 제품과 서비스들이 뉴미디어 매체의 핵심으로 등장하고 있다. 국내에서 방송 통신의 컨버전스의 빠른 진행은 세계 최초로 디지털 멀티미디어 방송(DMB) 서비스 시작을 가능하게 하였다. DMB 서비스는 멀티미디어 서비스가 핵심이다. DMB 데이터 서비스인 Broadcasting Website Service(BWS)는 현재 지상파 DMB방송 사업자인 KBS, MBC, SBS, YTNDMB가 본방송 준비 막바지 단계이며, 삼성 전자와 LG전자를 비롯한 단말기 개발사들도 데이터 서비스를 위한 제품 출시에 서두르고 있는 등 DMB 산업의 활성화의 주역이 될 것으로 예상된다. DMB의 데이터 서비스는 뉴스, 날씨, 프로그램 정보 등의 단순 정보보기 수준에 그치지 않고, 리턴 채널을 이용한 양방향 서비스와, SMS, 전화걸기 등 휴대전화 단말의 고유기능과의 연계를 통한 다양한 서비스도 선보일 것이다. 더 나아가 향후 T-Commerce와 개인 광고 등 새로운 비즈니스 모델과 사업영역으로 확산시켜 나갈 수 있을 것이다. 그러나, 아직까지 DMB와 데이터 서비스는 초기단계로서, 표준 기술의 규격 작업, 이론적 논의들, 관련 사업자들의 비즈니스 준비 등에서 검토되어, 실제 사용자들을 대상으로한 연구 분석이 이루어 지지 않았다는 연구의 한계를 가지고 있다. 본격적으로 방송, 통신 컨버전스 데이터 서비스가 시작되면서, 사용자들에 초점을 맞춘 많은 연구가 이루어지길 바라며, 이러한 연구의 분석를 통해 또 다른 새로운 서비스와 비즈니스 기회의 창출을 기대해 본다.여 RD(Rate Distortion) 최적화 기반 모드 결정을 빨리 완료함으로써 고속 프레임간 모드 결정을 가능하게 한다. 제안된 방법은 프레임 간 모드 결정을 고속화함으로써 스케일러블 비디오 부호화기의 연산량과 복잡도를 최대 57%감소시킨다. 그러나 연산량 감소에 따른 비트율의 증가나 화질의 열화는 최대 1.74% 비트율 증가 및 0.08dB PSNR 감소로 무시할 정도로 작다., 반드시 이에 대한 검증이 필요함을 알 수 있었다. 현지관측에 비해 막대한 비용과 시간을 절약할 수 있는 위성영상해석방법을 이용한 방법은 해양수질파악이 가능할 것으로 판단되며, GIS를 이용하여 다양하고 복잡한 자료를 데이터베이스화함으로써 가시화하고, 이를 기초로 공간분석을 실시함으로써 환경요소별 공간분포에 대한 파악을 통해 수치모형실험을 이용한 각종 환경영향의 평가 및 예측을 위한 기초자료로 이용이 가능할 것으로 사료된다.염총량관리 기본계획 시 구축된 모형 매개변수를 바탕으로 분석을 수행하였다. 일차오차분석을 이용하여 수리매개변수와 수질매개변수의 수질항목별 상대적 기여도를 파악해 본 결과, 수리매개변수는 DO, BOD, 유기질소, 유기인 모든 항목에 일정 정도의 상대적 기여도를 가지고 있는 것을 알 수 있었다. 이로부터 수질 모형의 적용 시 수리 매개변수 또한 수질 매개변수의 추정 시와 같이 보다 세심한 주의를 기울여 추정할 필요가 있을 것으로 판단된다.변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실증결과를 통하여 한국주식시장에

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Towards 3D Modeling of Buildings using Mobile Augmented Reality and Aerial Photographs (모바일 증강 현실 및 항공사진을 이용한 건물의 3차원 모델링)

  • Kim, Se-Hwan;Ventura, Jonathan;Chang, Jae-Sik;Lee, Tae-Hee;Hollerer, Tobias
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.84-91
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    • 2009
  • This paper presents an online partial 3D modeling methodology that uses a mobile augmented reality system and aerial photographs, and a tracking methodology that compares the 3D model with a video image. Instead of relying on models which are created in advance, the system generates a 3D model for a real building on the fly by combining frontal and aerial views. A user's initial pose is estimated using an aerial photograph, which is retrieved from a database according to the user's GPS coordinates, and an inertial sensor which measures pitch. We detect edges of the rooftop based on Graph cut, and find edges and a corner of the bottom by minimizing the proposed cost function. To track the user's position and orientation in real-time, feature-based tracking is carried out based on salient points on the edges and the sides of a building the user is keeping in view. We implemented camera pose estimators using both a least squares estimator and an unscented Kalman filter (UKF). We evaluated the speed and accuracy of both approaches, and we demonstrated the usefulness of our computations as important building blocks for an Anywhere Augmentation scenario.

Adjacent Pixels based Noise Mitigation Filter in Salt & Pepper Noise Environments (Salt & Pepper 잡음 환경에서 인접 픽셀 기반 잡음 완화 필터)

  • Seong, Chi Hyuk;Shin, Soo Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.6
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    • pp.65-71
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    • 2017
  • Digital images and videos are subject to various types of noise during storage and transmission. Among these noises, Salt & Pepper noise degrades the compression efficiency of the original data and causing deterioration of performance in edge detection or segmentation used in an image processing method. In order to mitigate this noise, there are many filters such as Median Filter, Weighted Median Filter, Center Weighted Median Filter, Switching Weighted Median Filter and Adaptive Median Filter. However these methods are inferior in performance at high noise density. In this paper we propose a new type of filter for noise mitigation in wireless communication environment where Salt & Pepper noise occurs. The proposed filter detects the location of the damaged pixel by Salt & Pepper noise detection and mitigates the noise by using adjacent pixel values which are not damaged in a certain area. Among the proposed filters, the performance of the filter using the $3{\times}3$ error mask is compared with that of the conventional methods and it is confirmed that when density of noise in the image is 95%, their performances are improved as 13.24 dB compared to MF and 13.09 dB compared to AMF.