• 제목/요약/키워드: 속도 영상화

검색결과 762건 처리시간 0.03초

Mapping of Synchronized Contents with Music to 3 Dimensional Spatial Cloned Human-Object (3차원 공간으로 복제된 인간 형상 오브제에 음악과 동기화한 콘텐츠의 매핑)

  • Bae, Moon-Kyoung;Lyu, Jae-Ha;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • 제14권11호
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    • pp.620-627
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    • 2014
  • In the contemporary age, social environment has changed from analog to digital. As a media is developed, the public is more familiar to digital than analog. In this society, media art rises as new art. One of the most useful methods in the media art is projection mapping. In this paper, I propose a realization process of artwork 'Cloned Me' that is realized by projection mapping method. Artwork is formed by projecting image contents that are visualized a music on a steel structure. It is different from media facade that the object projected contents has a story composition. It is a strength that the object and contents are connected by story and composition. Also it can be modified each other easily for harmony because the structure is assembly-type. A face that is projected by beam projection is consist of unique structure not fixed rectangular frame. Artwork 'Cloned Me' has significance that it reflects the present age to develop digital cloning.

Robust Threshold Determination on Various Lighting for Marker-based Indoor Navigation (마커 방식 실내 내비게이션을 위한 조명 변화에 강한 임계값 결정 방법)

  • Choi, Tae-Woong;Lee, Hyun-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • 제12권1호
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    • pp.1-8
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    • 2012
  • In this paper, a method of determining the optimal threshold in image binarization for the marker recognition is suggested to resolve the problem that the performances of marker recognition are quite different according to the changes of indoor lighting. The suggested method determines the optimal threshold by considering the average brightness, the standard deviation and the maximum deviation of video image under the various indoor lighting circumstances, such as bright light, dim light, and shadow by unspecified obstacles. In particular, the recognition under the gradation lighting by shadow is improved by applying the weighted value that depends on the brightness of image. The suggested method is experimented to process $720{\times}480$ resolution video images under the various lighting environments, and it shows the fast and high performance, which is suitable for mobile indoor navigation.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • 제12권9호
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

The Design of Adaptive Quantizer to Improve Image Quality of the H.263 (H.263의 화질 개선을 위한 적응 양자화기 설계)

  • 신경철;이광형
    • The Journal of the Acoustical Society of Korea
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    • 제18권6호
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    • pp.77-83
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    • 1999
  • H.263 is an international standard of ITU-T that can makes the service such as video phone, video conference in the transmission line less than 64Kbps. This recommendation draft has used motion estimation/compensation, transform coding and quantizing methods. TMN5 used for the performance estimation of H.263 has fundamentally used DCT in transform coding method and presented quantizer for quantizing the DCT transform coefficient. This paper is presenting adaptive quantizer effectively able to quantize DCT coefficient considering the human visual sensitivity while the structure of TMN5 is maintaining. As quantizer that proposed DCT-based H.263 could make transmit more frame than TMN5 in a same transfer speed, it could lower the frame drop effect. And the luminance signal appeared the difference of -0.3 ~ +0.7dB in the average PSNR for the estimation of objective image quality and the chrominance signal appeared the improvement in about 1.5dB in comparision with TMN5. As a result it can attain the better image quality compared to TMN5 in the estimation of subjective image quality.

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The Design of Reconstruction Filter for the Order Tracking of the Rotating Machinery (회전기기 진동의 Order Tracking을 위한 재합성 필터의 설계)

  • 정승호;박영필;이상조
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 한국소음진동공학회 1991년도 춘계학술대회논문집; 한국해사기술연구소, 대전; 1 Jun. 1991
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    • pp.95-98
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    • 1991
  • 회전 기기의 이상으로 인하여 발생하는 진동은 축 회전속도의 고주파 성분 (super-harmonic)이나 또는 분수조파 성분(sub-harmonic)으로 나타나는 경 우가 대부분이기 때문에 회전기기의 진동을 주파수 영역에서 해석함에 있어 파워 스펙트럼의 주파수 축을 Hz로 나타내기보다는 축 회전속도의 order로 써 나타내는 것이 매우 유용하다. 스펙트럼을 order로써 나타내기 위해서는 샘플링 시간을 축 회전속도와 동기(synchronization)시켜야 하는데 이 방법으 로는 회전축에 엔코더(encorder)를 부착하여 엔코더에서 발생하는 펄스 신호 를 이용하여 샘플링하는 방법과 order tracking 필터를 이용하는 방법이 있 다. 그러나 전자의 방법은 원하는 회전축마다 엔코더를 부착하여야 하며 경 우에 따라서는 엔코더를 부착하기가 어려운 경우도 있으며, 회전기기의 운전 개시나 종료시처럼 회전속도가 급격히 변화하는 경우에는 낮은 주파수에서 중첩(aliasig)에 의한 오차가 수반될 수도 있다. 후자의 방법은 order tracking 필터 이외에도 여러 부수장비가 필요하며 기준 주파수(즉 회전속 도)가 급격히 변화하는 경우 PLL(phase locked loop)에서 tracking 오차가 발생된다. 최근에 발표된 논문에서 일정한 시간간격으로 샘플링한 데이터들 로부터 신호를 재합성하여 회전축의 속도와 동기가 되도록 재 샘플링함으로 서 스펙트럼의 주파수를 회전속도의 order로써 나타내는 방법을 제시하였다. 그러나 위 논문에서는 신호의 재합성에 필요한 재합성 필터(reconstruction filter)의 설계 방법에 대하여 구체적인 언급이 없이 다만 결과만을 논하였다. 따라서 본 논문에서는 재합성 필터의 설계 방법에 대하여 구체적인 방법을 제시하고 또한 동기화 샘플링의 장점 및 고려 사항에 대하여 고찰하였다. 고려한 능동 소음제어 에 대해 연구하였다. 경량화 추세에 따라 지반이나 케이싱이 경량이거나 유연하여 회전축과 동적으로 연성된 경우 회전축-베어링-지반으로 이루어진 2중구조의 회전축 계 동특성을 해석할 수 있는 프로그램을 개발하므로서 회전 기계류의 진동 전반에 걸친 문제점에 대한 그 원인과 현상을 명확히 분석하여 국내의 전기 계류의 보다 신뢰성있는 설계 및 제작자료를 확보하는데 기여할 수 있게 하 였다.존의 small molecular Gd-chelate에 비해 매우 큼을 알 수 있었다. MnPC는 간세포에 흡수된 후 담도계로 배출되는 간특이성 조영제임을 확인하였다. 장비 내에서 반복 시행한 평균값의 차이는 대체적으로 유의한 차이가 없었으나, 다른 장비에서 반복 시행한 장비간의 사이에는 유의한 차이가 있는 경우가 더 많았다. 따라서 , MRS 검사를 소뇌나 뇌교의 어떤 절환에 적용하기 전에 각 장비 마다 정상 기준치를 반드시 얻은 후에 이상여부를 판 정하는 것이 필수적이라고 생각된다.EX> 이상이 적절한 진단기준으로 생각되었다. $0.4{\;}\textrm{cm}^3$ 이상의 좌우 부피차를 보이는 모든 증례에서 육안적으로도 해마위축이 뚜렷이 나타났다. 결론 : MR영상을 이용한 해마의 부피측정은 해마경화증 환자의 진단에 있어 육안적인 MR 진단이 어려운 제한된 경우에만 실제적 도움을 줄 수 있는 보조적인 방법으로 생각된다.ofile whereas relaxivity at high field is not affected by τS. On the other hand, the change in τV does not affect low field profile but strongly in fluences on both inflection fie이 and the maximum relaxivity value. The re

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Dynamic Textual Information Presenting Methods on Digital Displays (디지털 디스플레이에서의 동적 문자정보 제시 방법)

  • Lee, Kyong-Hee;Cheng, Hong-In
    • Archives of design research
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    • 제18권4호
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    • pp.45-52
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    • 2005
  • Displays, playing an essential role in HCI, have been developed to deliver more vivid and live pictures. LCD and PDP have the most common usage among various displays to present the dynamic textual information in restricted and open places. Important and unsolicited information is being provided by hundreds of displays while we don't even perceive the information. Watching context, effective color combinations of the text and background, speeds of presentation, contexts, and types of display for leading method, moving words cross the display from right to left, were investigated with readability, comprehensibility, and overall satisfaction were compared. LCD peformed better than PDP on all comparisons u4th typical text (black, white) and background (white, black) color better than other color combinations. Normal and fast text presentation was believed more preferred when only textual information was given while slower presentation was evaluated more efficient if multimedia contents were presented with textual information.

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Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • 제15권2호
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

Consumer Response Change according to the Level of Personalization of Internet Shopping Mall (인터넷 쇼핑몰의 개인화 수준에 따른 소비자의 반응 변화)

  • Kim, Jisu;Jin, Jooyoung;Hyun, Hyeyoung;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • 제20권2호
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    • pp.59-72
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    • 2017
  • In the flood of information, many consumers want to choose the style that is suitable for their sensibility, which is usefulness and need for personalized services have been steadily increasing. This study made a video of personalized internet shopping mall and then university students (N=170) who have been using the internet shopping mall were asked to experience this and the change in consumer response was measured. According to level of personalization, this study found difference of web-site evaluation, satisfaction/internet behavior and quality evaluations of products. With regard to preferred types of internet shopping malls and the number of access, the difference was investigated. The results are as follows. First, subjects who experienced internet shopping mall of active personalization showed higher level of active personalization. Level of passive personalization differed depending on preferred types of internet shopping malls, for example, people who prefer online apparel shopping mall were low but people who prefer complex big shopping mall and social commerce were high. Second, after experiencing internet shopping mall of active personalization, satisfaction/internet behavior and quality evaluations of products did not change but passive personalization decreased and active personalization and web-site evaluation increased. Third, the number of access to internet shopping mall positively correlated with satisfaction/internet behavior and web-site evaluation, on the other hand, active personalization negatively correlated with satisfaction/internet behavior and web-site evaluation.

NTGST-Based Parallel Computer Vision Inspection for High Resolution BLU (NTGST 병렬화를 이용한 고해상도 BLU 검사의 고속화)

  • 김복만;서경석;최흥문
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • 제41권6호
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    • pp.19-24
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    • 2004
  • A novel fast parallel NTGST is proposed for high resolution computer vision inspection of the BLUs in a LCD production line. The conventional computation- intensive NTGST algorithm is modified and its C codes are optimized into fast NTGST to be adapted to the SIMD parallel architecture. And then, the input inspection image is partitioned and allocated to each of the P processors in multi-threaded implementation, and the NTGST is executed on SIMD architecture of N data items simultaneously in each thread. Thus, the proposed inspection system can achieve the speedup of O(NP). Experiments using Dual-Pentium III processor with its MMX and extended MMX SIMD technology show that the proposed parallel NTGST is about Sp=8 times faster than the conventional NTGST, which shows the scalability of the proposed system implementation for the fast, high resolution computer vision inspection of the various sized BLUs in LCD production lines.

FMM: Fusion media middleware for actual feeling service (실감 서비스 제공을 위한 융합 미디어 미들웨어)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Korea Multimedia Society
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    • 제13권2호
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    • pp.308-315
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    • 2010
  • User Generated contents(UGC) interchange with internet users actively in Web2.0 environment. According to growth of content sharing site, the number of non-expert's contents increased. But non-expert's contents have a simple media just recorded. For providing actual feeling like effects and actions to non-expert's contents, we suggest Fusion Media Middleware(FMM). The FMM can increase user satisfaction by providing actual feeling. Furthermore, The content changes advanced media that has emotional impression. The FMM for providing actual feeling classify the inputted media as a scene based on MPEG-7. The FMM provide an actual feeling to simple media by inserting effects like a sound, image and text among the classified media. Using the BSD code of MPEG-21, the FMM can link up with inputted media and effects. Through the mapping BSD code the FMM control synchronization between media and effects. In this paper, Using the Fusion Media Middleware, the non-expert's contents express value as multimedia that has an actual feeling. Futhermore, the FMM creates flow of new media circulation.