• Title/Summary/Keyword: 비트맵 이미지

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The Efficient SVG Transmission Method on Mobile Environment (모바일 환경에서 효율적인 SVG 전송 방법)

  • Lee, Sung-Jae;Yoo, Nam-Hyun;Kim, Won-Jung
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.613-615
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    • 2005
  • 모바일 기기가 가지는 다양한 화면 사이즈 등을 고려한 정보 서비스를 제공하기 위해서는 비트맵 기반의 JPG나 GIF 보다는 벡터 기반의 SVG, Flash Lite와 같은 이미지 포맷이 더 적합하다. 대부분의 모바일 기기의 경우 작은 메모리, 협소한 네트워크 대역폭, 불안전한 네트워크 연결 등과 같은 제약성을 가지고 있기 때문에 모바일 기기와 서버 간의 정보나 데이터의 망과 전송 시간을 단축시키기 위한 다양한 연구들이 진행되고 있다. 이에 본 논문에서는 모바일 기기에서 정보를 표현하기 위하여 사용되는 SVG와 같은 XML 파일들을 효과적으로 전송하기 위한 방법을 제안한다.

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High-speed caption processing technology using CUDA (CUDA 를 이용한 고속 자막 처리 기술)

  • Kim, Hyun soo;Kim, Dae yeol;Kwon, Seung-Cheol;Sohn, Chae-Bong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.102-105
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    • 2015
  • 본 논문에서는 멀티미디어 및 수학 관련 알고리즘 분야에서 각광 받고 있는 CUDA(Compute Unified Device Architecture) 기법을 실시간 동영상 자막 처리에 이용 한다. 실시간 고화질 동영상 자막 처리의 낮은 속도를 개선하기 위한 방법 제안으로 써, 이의 함수 구성을 제안한다. 기존의 자막 처리 방식에서는 하나의 코어만을 이용하였다. 이 방법 대신에 CUDA 를 적용 함으로써, 더 많은 코어를 이용해 실시간 자막 처리의 지각적인 성능을 향상하였다. 삽입하고자 하는 자막에 대해 비트맵 이미지를 형성하고, 이의 정보를 처리한다. Intel $Core^{TM}$ i7-4710 MQ, GTX870 환경에서 실험하였으며, 실험 결과 C code 만으로 연산을 한 것 보다 CUDA code 가 약 88% 정도의 속도 향상이 있음을 보였다.

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An Indexing and Integration Schemes of MPEG-7 Visual Descriptors for Efficient Multimedia Retrievals (효율적인 멀티미디어 검색을 위한 MPEG-7 시각 정보 기술자의 인덱싱 및 결합 알고리즘)

  • 송치일;김재영;정진국;낭종호
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.148-150
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    • 2004
  • 최근 멀티미디어 정보를 기술하기 위한 표준인 MPEG-7이 제안되어 이미지/동영상 검색 시스템과 같은 응용분야에서 사용되기 시작하였다. 그러나 MPEG-7 시각 정보 기술자들은 대부분 고차원으로 표현되고 기술자들이 가지는 각 속성들의 성질이 서로 동일하지 않기 때문에 기존의 인덱싱 방법으로는 효율적인 검색을 할 수 없다. 본 논문에서는 MPEG-7 시각 정보 기술자중에서 많이 사용되는 Dominant Color 기술자와 Contour Shape 기술자에 대한 새로운 인덱싱 알고리즘을 제안한다. Dominant Color 기술자에서 사용되는 비 교 연산 식 은 가우스 혼합 모델에 기초하고 있기 때문에, 기술자의 각 속성들을 하냐의 칼라 히스토그램 형태로 변형시켜서 인덱스로 사용한다. Contour Shape기술자는 2 단계 형태의 알고리즘을 사용한다. 각 단계는 글로벌 파라미터 속성과 비트맵 인덱스를 사용한 인덱싱이 적용된다. 제안된 인덱싱 방법을 사용했을 때 Dominant Color의 경우 90%의 정확도에 120배 이상의 속도 향상을 나타냈고, Contour Shape의 경우 82%의 정확도에 3배 이상의 속도 향상을 나타냈다.

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The image format research which is suitable in animation work (애니메이션 작업에 사용되는 이미지 포맷 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.14
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    • pp.37-51
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    • 2008
  • The computer has become an indispensable tool for animation works. However if you don't understand the characteristics of the computer and its software, you might not have the result satisfying your efforts. The incorrect understanding of image format sometimes causes it. Habitually image formats are selected usually for most of works but there is a distinct difference among those image formats while the efficient usages of them are different from each other. For your more efficient work therefore, you need to identify the characteristics of various kinds of image format used mostly for animation works. First I took a look at the theories of the lossy compression and lossless compression, which are two types of data compression widely used in the whole parts of computer world and the difference between bitmap method and vector method, which are respectably different in terms of the way of expressing images and finally the 24 bit true color and 8 bits alpha channel. Based on those characteristics, I have analyzed the functional difference among image formats used between various types of animation works such as 2D, 3D, composing and editing and also the benefits and weakness of them. Additionally I've proved it is wrong that the JPEG files consume a small space in computer work. In conclusion, I suggest the TIF format as the most efficient format for whatever it is editing, composing, 3D and 2D in considering capacity, function and image quality and also I'd like to recommend PSD format which has compatibility and excellent function, since the Adobe educational programs are used a lot for the school education. I hope this treatise to contribute to your right choice of image format in school education and practical works.

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Development of a Vector Graphics Kernel for Mobile Communication Terminals (모바일 통신 단말기를 위한 벡터 그래픽스 커널 개발)

  • Lee Hwan-Yong;Park Kee-Hyun;Woo Jong-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.6
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    • pp.1011-1018
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    • 2006
  • Due to rapid development of mobile communication terminals and various requests of their users, multimedia information including image information has been the basis of mobile communication contents. In order to use vectored image information efficiently, which is more favorable than bit-mapped image information when transmission delay time and costs are considered, efficient vector graphics supporting systems are needed. Therefore, vector graphics kernel systems have been proposed and standardization attempts have been made in order to increase interoperability. In this paper, a vector graphics kernel based on OpenVG is designed and implemented. OpenVG was proposed as a standard vector graphics kernel by Khronos Group recently. The implemented vector graphics kernel, named by alexVG, is developed on a PC emulator as well as on a development board equipped with an ARM processor. In addition, performance tests are made in order to verify its functions.

Information Hiding Technique in Smart Phone for the Implementation of GIS Web-Map Service (GIS 웹 맵 서비스 구현을 위한 스마트 폰에서의 정보은닉 기법)

  • Kim, Jin-Ho;Seo, Yong-Su;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.710-721
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    • 2010
  • Recently, for the advancement of embedded technology about mobile device, a new kind of service, mash-up is appeared. It is service or application combining multimedia content making tool or device and web-GIS(geographic information system) service in the mobile environment. This service can be ease to use for casual user and can apply in various ways. So, It is served in web 2.0 environment actively. But, in the mashup service, because generated multimedia contents linked with web map are new type of multimedia contents which include user's migration routes in the space such as GPS coordinates. Thus, there are no protection ways for intellectual property created by GIS web-map service users and user's privacy. In this paper, we proposed a location and user information hiding scheme for GIS web-map service. This scheme embeds location and user information into a picture that is taken by camera module on the mobile phone. It is not only protecting way for user's privacy but is also tracing way against illegal photographer who is peeping person through hidden camera. And than, we also realized proposed scheme on the mobile smart phone. For minimizing margin of error about location coordinate value against contents manipulating attacks, GPS information is embedded into chrominance signal of contents considering weight of each digit about binary type of GPS coordinate value. And for tracing illegal photographer, user information such as serial number of mobile phone, phone number and photographing date is embedded into frequency spectrum of contents luminance signal. In the experimental results, we confirmed that the error of extracted information against various image processing attacks is within reliable tolerance. And after file format translation attack, we extracted embedded information from the attacked contents without no damage. Using similarity between extracted one and original templete, we also extracted whole information from damaged chrominance signal of contents by various image processing attacks.

Design and Implementation of Electronic Culture Atlas Based on Google Earth (구글어스 기반의 전자문화지도 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.357-363
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    • 2014
  • The development of information technology grows the society and allows the user to generate more information and the requirements. According to recent growing interest in digital convergence technologies, digital convergence can be utilized by a variety of methods as a new study. Electronic culture atlas would be digitized cultural information that represents a particular area on the map. In detail, spatial data like as point, line, and area can be used to represent the culture information. Using electronic culture atlas, also, it is possible to provide and utilize information which is associated with time, space(map) and subject(culture). Thus, electronic culture atlas could be used as a method for the humanities or area studies and spread research results by displaying on the culture atlas. In general, existing electronic culture atlas used bitmap image mostly as a base map. Using bitmap image, it is difficult to represent to provide three-dimensional information of specific area. Also, it happens problem such as breakage occurs during zoom-in operation. To solve this problems, we design and implement electronic culture atlas based on Google Earth which is three-dimensional map service.