• Title/Summary/Keyword: 비트표현

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Study on the estimation and representation of disparity map for stereo-based video compression/transmission systems (스테레오 기반 비디오 압축/전송 시스템을 위한 시차영상 추정 및 표현에 관한 연구)

  • Bak Sungchul;Namkung Jae-Chan
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.576-586
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    • 2005
  • This paper presents a new estimation and representation of a disparity map for stereo-based video communication systems. Several pixel-based and block-based algorithms have been proposed to estimate the disparity map. While the pixel-based algorithms can achieve high accuracy in computing the disparity map, they require a lost of bits to represent the disparity information. The bit rate can be reduced by the block-based algorithm, sacrificing the representation accuracy. In this paper, the block enclosing a distinct edge is divided into two regions and the disparity of each region is set to that of a neighboring block. The proposed algorithm employs accumulated histograms and a neural network to classify a type of a block. In this paper, we proved that the proposed algorithm is more effective than the conventional algorithms in estimating and representing disparity maps through several experiments.

A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

An approach to define variable length messages using ASN.1 (ASN.1을 이용한 가변 길이 메시지 표현 방법)

  • Baek, Haeun;Kang, Sungwon;Kim, Jingyu;Kim, Jungmin;Kwon, Koohyung;Kim, Sangsoo
    • Journal of Software Engineering Society
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    • v.25 no.2
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    • pp.35-47
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    • 2012
  • Variable Message Format(VMF) is a communications protocol that allows computers to exchange tactical military information over low-data-rate bearers. VMF is designed to define message length and structure variably in order to allow the user to transmit only the relevant information by using indicators. However, flexibility of messages makes it difficult to analyze messages structure and figure out meanings. Furthermore, whenever messages are added or modified, message processing software should be updated and distributed to systems. In this paper, we propose a systematic approach to defining VMF messages that uses the international standard notation ASN.1. By describing VMF messages in ASN.1, protocol architects can deal with VMF messages accurately and conveniently, and use various ASN.1 tool. This paper develops ASN.1 description templates for VMF message segments, and presents an approach to describing VMF messages in ASN.1 by combining the templates.

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Hangul Porting and Display Performance Comparison of an Embedded System (임베디드 시스템을 위한 한글 포팅 및 출력 성능 비교)

  • Oh, Sam-Kweon;Park, Geun-Duk;Kim, Byoung-Kuk
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.493-499
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    • 2009
  • Three methods frequently used for Hangul display in computer systems are Standard Johab Code in which each of Hangul consonants and vowels is given a 5-bit code and each syllable created by combining them forms a 2-byte code, Standard Wansung Code in which each of all the syllables generally used for Hangul presentation forms a 2-byte code, and Unicode in which each syllable in most of the world's language systems is given a unique code so that it allows computers to consistently represent and manipulate them in a unified manner. An embedded system in general has a lower processing power and a limited amount of storage space, compared to a personal compute(PC) system. According to its usage, however, the former may have a processing power equal to that of the latter. Hence, when Hangul display needs to be adopted, an embedded system must choose a display method suitable for its own resource environment. This paper introduces a TFT LCD initialization method and pixel display functions of an LN2440SBC embedded board on which an LP35, a 3.5" TFT LCD kit, is attached. Using the initialization and pixel display functions, in addition, we compare three aforementioned Hangul display methods, in terms of their processing speeds and amounts of memory space required. According to experiments, Standard Johab Code requires less amount of memory space but more processing time than Standard Wansung Code, and Unicode requires the largest amount of memory space but the least processing time.

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Rapping as a Means of Improving Self-Expression: A Case Study of Adolescent Survivors of Childhood Cancer (소아암 완치 청소년의 자기표현 경험을 위한 랩 만들기 사례)

  • Choi, Jieun
    • Journal of Music and Human Behavior
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    • v.16 no.2
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    • pp.27-51
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    • 2019
  • This case study aimed to investigate changes in self-expression following participation in a rap making program with adolescent survivors of childhood cancer. The rap making program was constructed based on the contextual support music therapy model. Three adolescent survivors of childhood cancer participated in six 80-minute individual sessions. During the sessions, each participant engaged in the following tasks: song discussion, lyric creation, and rapping over a selected beat. At pre and posttest, the Self-Expression Scale was completed by participants. Their verbal expressions lyrics were observed during the sessions, and individual interviews with the participants were conducted at the completion of the program. The results demonstrated that the mean rating of the Self-Expression Scale increased after the rap making intervention. Analysis of the participants' verbal expressions and lyrics demonstrated that participants were experiencing difficulties adjusting to school that they wanted to resolve. Furthermore, the analysis of the interviews at posttest found that participants experienced positive changes in self-perception, self-expression, and expectations for their future, compared to the pretest when the participants expressed negative self-perceptions due to difficulties in interpersonal relationships at school and physical limitations. This indicates that rap making can be an effective resource for providing this population with the means to recognize positive attributes about themselves and improve self-expression.

A Design of 2D Vector Graphics Rasterizer with a Modified Scan-line Edge flag Algorithms for Mobile Device (모바일 기기를 위한 스캔라인 엣지 플래그 방식의 2D 벡터 그래픽 레스터라이저 설계)

  • Park, Jeong-Hun;Lee, Kwang-Yeob;Jeong, Tae-Ui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.298-301
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    • 2008
  • Vector Graphics describes an image with mathematical statements instead of pixel information, Which enables easy scalability without loss in image quality and usually results in a much smaller file size compared with bitmap images. In this paper, we propose Vector Graphics Rasterizer for mobile device with scan-line edge flag algorithm. Proposed Vector Graphics Accelerator was verified with OpenVG 2D Vector image. The estimated performance of proposed Accelerator is 5 frame per second with Tiger image.

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3-dimensional Mesh Model Coding Using Predictive Residual Vector Quantization (예측 잉여신호 벡터 양자화를 이용한 3차원 메시 모델 부호화)

  • 최진수;이명호;안치득
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.136-145
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    • 1997
  • As a 3D mesh model consists of a lot of vertices and polygons and each vertex position is represented by three 32 bit floating-point numbers in a 3D coordinate, the amount of data needed for representing the model is very excessive. Thus, in order to store and/or transmit the 3D model efficiently, a 3D model compression is necessarily required. In this paper, a 3D model compression method using PRVQ (predictive residual vector quantization) is proposed. Its underlying idea is based on the characteristics such as high correlation between the neighboring vertex positions and the vectorial property inherent to a vertex position. Experimental results show that the proposed method obtains higher compression ratio than that of the existing methods and has the advantage of being capable of transmitting the vertex position data progressively.

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RGB-based Personal Virtual Currency Price Information System (RGB 기반 개인용 가상화폐 가격정보 안내 시스템)

  • Park, Se-il;Jang, Jong-wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.203-204
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    • 2018
  • In recent years, interest in various virtual currencies has been increasing, starting with bit coin, and investment and trading of virtual currencies are being activated. However, since the price of virtual money is unstable and the rate of change of the price is very large, frequent confirmation of the amount of money is required, so that virtual money investors often have to check the virtual money market. Therefore, in this paper, we expect that it will reduce the wasted time on the exchange by using the price information guidance system that collects the virtual currency price information data and express it in RGB, and only the system user can understand the data expression and support the confidentiality.

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Embedding a Signature to Pictures under Wavelet Transformation (웨이브렛변환을 이용한 영상으로의 서명데이터 삽입)

  • Do, Jae-Su
    • Convergence Security Journal
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    • v.7 no.1
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    • pp.83-89
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    • 2007
  • This paper is to suggest the method of embedding a signature to pictures secretly under the orthogonal wavelet transform which represents pictures as multi-resolution representations. As it is focused upon the differential output under the multi-resolution representation of pictures, this method can embed bit series to pictures. In doing so, it can compound approximately 6K byte of information with gray-level image $256{\times}256$. The method can include not only the database which designates copyright of pictures but also the author and usage of pictures, and the information of the picture itself. Therefore, this method can easily discriminate the inspection of picture database.

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Improvement for Transmission Speed of G3 FAX (G3 팩스 전송속도 성능 향상에 관한 연구)

  • Kim, K.T.;Bae, J.I.;Jo, B.K.;Kim, J.B.
    • Proceedings of the KIEE Conference
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    • 1999.07g
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    • pp.3204-3205
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    • 1999
  • G3 팩스가 G1 팩스나 G2 팩스와 구별되는 점은 문서 이미지를 스캔하여 얻은 아날로그 신호(전압)를 디지털 신호로 바꿔주는 A/D 변환과 여기서 얻어진 디지털 신호를 전송을 위해 다시 아날로그 신호(주파수, 위상 진폭)로 바꿔주는 모듈레이션 과정이 중간에 신호를 압축하여 표현하는 코딩 단계가 있다는 것이다. 따라서 G1 팩스나 G2 팩스에 비해 s훨씬 적은 신호를 가지고 문서 이미지를 표현할 수 있으며, 결과적으로 전송속도가 빨라지는 것이 된다. 표준 A4용지는 수평 방향으로 1728개의 픽셀, 수직방향으로 1145라인의 픽셀로 구성된다. 따라서 층 1,978,560($1728{\times}1145$) 비트의 데이터가 A4용지 한 장에 포함될 수 있는 것이다. 팩스가 이런한 표준 A4용지를 스캔하게될 경우 수캔되는 매 라인에는 1728개의 검은색(글자 및 그림) 및 흰색 (여백)픽 셀들이 존재한다. G3 팩스는 서로 다른 Run Length에 비교적 짧은 특정 코드를 미리 할당해 놓고 실제 픽셀들 대신 이러한 코드들을 모듈레이션해서 전송한다. 따라서 전송속도는 단축된다.

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