• Title/Summary/Keyword: 속도 영상화

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Fast Content-Aware Video Retargeting Algorithm (고속 컨텐츠 인식 동영상 리타겟팅 기법)

  • Park, Dae-Hyun;Kim, Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.77-86
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    • 2013
  • In this paper, we propose a fast video retargeting method which preserves the contents of a video and converts the image size. Since the conventional Seam Carving which is the well-known content-aware image retargeting technique uses the dynamic programming method, the repetitive update procedure of the accumulation energy is absolutely needed to obtain seam. The energy update procedure cannot avoid the processing time delay because of many operations by the image full-searching. By applying the proposed method, frames which have similar features in video are classified into a scene, and the first frame of a scene is resized by the modified Seam Carving where multiple seams are extracted from candidate seams to reduce the repetitive update procedure. After resizing the first frame of a scene, all continuous frames of the same scene are resized with reference to the seam information stored in the previous frame without the calculation of the accumulation energy. Therefore, although the fast processing is possible with reducing complexity and without analyzing all frames of scene, the quality of an image can be analogously maintained with an existing method. The experimental results show that the proposed method can preserve the contents of an image and can be practically applied to retarget the image on real time.

A Digital Watermarking Algorithm Using Successive Subband Quantization and Human Visual System (연속적 부대역 양자화와 인간 시각 시스템을 이용한 디지털 워터마킹 알고리듬)

  • Gwon, Seong-Geun;Gwon, Gi-Gu;Ban, Seong-Won;Park, Gyeong-Nam;Ha, In-Seong;Gwon, Gi-Ryong;Lee, Geon-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.2
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    • pp.45-53
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    • 2002
  • A wavelet-based digital watermarking algorithm is proposed that uses the successive subband quantization and human visual system (HVS). After an original image is decomposed into 4-level by the discrete wavelet transform, perceptually significant coefficients (PSC) of each subband excluding the lowest level subband are utilized to embed the watermark. PSC of the baseband ate chosen according to their amplitude and they are slightly modified to embed the watermark by a conventional embedding method. By the successive subband quantization, PSC of the high frequency subband are chosen and slightly modified according to the HVS. We tested the performance of the proposed algorithm compared with the conventional watermarking algorithm by computer simulation. Experimental results show that the proposed watermarking algorithm produces a better invisibility and robustness than the conventional algorithm.

The comparison of the creatures based on the movement in movie (동작을 기준으로 한 영화속 크리쳐의 유형비교)

  • Kwon, chong-san;Chae, eel-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.273-276
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    • 2009
  • The development of computer hardware equipments and computer graphics technique has taken lots of changes in a movie production of VFX (visual effects) part. Particularly, through the developing of various computers graphic techniques to create imaginary creatures in a movie as high resolution like a real, weight and percentage of creature's appearance in a film is increasingly higher than past year. Creatures play an important role in a various movies such as monster films 'D War' and 'The Host', as well as fantasy films 'Harry Potter', 'The Chronicles of Narnia' and "The Lord of the Rings". The fact that authorized movie sites and organizations rank monsters in diverse processes is to show it. Nevertheless significance and priority of creatures are increased day by day, there are rare to see a basic research about classification and materiality of creatures. In this study, it is organizing materiality of creatures and designing realistic and convincing creatures to help efficient visualization from now on.

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Research on Effects of Three Different Designs and Implementations on Cyber Education (정보활용기술 발전에 따른 효과적 사이버 교육을 위한 설계 및 구현의 차이에 대한 연구)

  • Ha, Tai-Hyun;Kang, Jung-Hwa
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.71-83
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    • 2003
  • This study is aimed to develop and evaluate different approaches for cyber education. The project involved the development of sample cyber education programs using different design approaches, with built-in evaluation mechanisms. The different design approaches depend on what delivery technologies are involved. In the First Generation, the delivery technologies use text, flash and animation, whereas the synchronized content to video and audio are used in the Second and the Third Generations but the difference is the delivery method used by the videoclip. Tests were carried out through self-assessment to measure and analyze the efficient teaching. The results show that the Third generation technologies were the most effective method for cyber education. However, since the Third generation program is developed in multimedia, it tends 10 require higher development costs, and more advanced hardware and software as well as a higher bandwidth for network. Therefore, the research indicates that the development of technical supports, like loading speed, has to be solved simultaneously with the development of multimedia products for effective cyber education.

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Characterizing Human Behavior in Emergency Situations (비상상황에서의 인간 행동 특성화 연구)

  • Lee, Jun;Yook, Donghyung
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.495-506
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    • 2022
  • Purpose: When a serious disaster occurred in East Japan on March 11, 2011, some evacuees in shock failed to avoid danger to the best of their ability. Why did they hesitate and waste their time? And why didn't they choose correct escaping routes? This study attempts to classify human behavior through psychological point of view and cognitive science and to interpret behavioral patterns based on animal behaviors from the field of biology. Method: This study first conceptually categorized walking behavior into intellectualization, automaticity and instinct based on the existing literature and matched these with empirical data. Result: The actual walking patterns observed failed to be compatible with these categories and consequently, this study suggests the following five categories: normal, busy, fast & straight, freezing and tizzy. This new classification of walking behavior is based on speed, variation of speed and change of direction. Conclusion: The method used in this study and the results can be applied to simulations of walking behavior and analysis of behavior in emergency situations.

Automatic Interpretation of Epileptogenic Zones in F-18-FDG Brain PET using Artificial Neural Network (인공신경회로망을 이용한 F-18-FDG 뇌 PET의 간질원인병소 자동해석)

  • 이재성;김석기;이명철;박광석;이동수
    • Journal of Biomedical Engineering Research
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    • v.19 no.5
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    • pp.455-468
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    • 1998
  • For the objective interpretation of cerebral metabolic patterns in epilepsy patients, we developed computer-aided classifier using artificial neural network. We studied interictal brain FDG PET scans of 257 epilepsy patients who were diagnosed as normal(n=64), L TLE (n=112), or R TLE (n=81) by visual interpretation. Automatically segmented volume of interest (VOI) was used to reliably extract the features representing patterns of cerebral metabolism. All images were spatially normalized to MNI standard PET template and smoothed with 16mm FWHM Gaussian kernel using SPM96. Mean count in cerebral region was normalized. The VOls for 34 cerebral regions were previously defined on the standard template and 17 different counts of mirrored regions to hemispheric midline were extracted from spatially normalized images. A three-layer feed-forward error back-propagation neural network classifier with 7 input nodes and 3 output nodes was used. The network was trained to interpret metabolic patterns and produce identical diagnoses with those of expert viewers. The performance of the neural network was optimized by testing with 5~40 nodes in hidden layer. Randomly selected 40 images from each group were used to train the network and the remainders were used to test the learned network. The optimized neural network gave a maximum agreement rate of 80.3% with expert viewers. It used 20 hidden nodes and was trained for 1508 epochs. Also, neural network gave agreement rates of 75~80% with 10 or 30 nodes in hidden layer. We conclude that artificial neural network performed as well as human experts and could be potentially useful as clinical decision support tool for the localization of epileptogenic zones.

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Extraction of Aesthetic Measure from Various Stabilized Image (다양한 정지영상에서 미도값의 추출)

  • Shin, Seong-Yoon;Lee, Hyun-Chang;Rhee, Yang-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1342-1347
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    • 2013
  • Color harmony of Moon and Spencer is based on the Munsell color harmony theory. This harmony theory is established in the three of harmony and disharmony, the harmony of the area of effect, and Aesthetic Measure of harmony and disharmony. Aesthetic Measure here is how to obtain the quantitative expression of the degree of harmony. American scholar Burkhoff were analyzed with the proposition that beauty of Moon-Spencer is with the order in complexity. In this paper, the good and bad of coloration was divide elements of the order and the complexity. Aesthetic Measure is divided into elements of the complexity from elements of the order. This is utilized in the calculation shown in the various image, problem of color harmony and disharmony, which is treated as a sensibility was calculated by numerically. Thus Aesthetic Measure show was good or bad coloration by determining the color in the various image.

Implementation of PDF417 Two-Dimensional Barcode Decoder (PDF417 이차원 바코드 디코더의 구현)

  • Hahn Hee Il;Joung Joung Goo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.1
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    • pp.77-82
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    • 2004
  • In this paper we present a barcode reader to decode two-dimensional symbology PDF417 and propose a novel method to extract the bar-space Patterns directly from the gray-level barcode image, which employs the location and the distance between extreme points of each row or column of the barcode image. This algerian proves to be very robust from the high convolutional distortion environments such as defocussing and warping, even under badly illuminating condition. If the scanned barcode image is a result of the convolution of a Gaussian-shaped point spread function with a hi-level image, popular image segmentation methods such as image thresholding can not distinguish between very narrow bar-space patterns. The Proposed algorithm shows improved Performance over current barcode readers.

A Study on 2-Layered Image Tile Mosaics Preserving Details of the Source Image (원 영상의 세부 묘사를 유지하는 두 층 이미지 타일 모자이크 방법에 대한 연구)

  • Kang, Dong-Wann;Park, Young-Sup;Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1282-1295
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    • 2006
  • This paper proposes a method of image tile mosaics to preserve detailed depiction of the source image. This method enhance the shortcoming of the previous mosaic methods that cannot express the detailed depiction because of the gap between tiles. Our method is implemented by the usage of image tiles to preserve detailed depiction of the source image, as well as the usage of 2-layered tiles to.eliminate the gap between tiles. The method suggested in this paper are composed of following process. First of all, the position of the upper layer tile is located through a centroidal voronoi diagram to which an edge avoidance technique is applied, and the position of the lower layer tile is calculated using Delaunay triangulation. Secondly, discover the size and direction field of the tile considering the relation between tiles. Thirdly, adopt a photomosaic technique to use the image tiles. At this time, the technique of multi-level indexing is used to accelerate the speed of image searching. Through above process, the gap between tiles is minimized against other methods and a mosaic image with a maximized detailed description is achieved.

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Developing the Korean Wave through Encouraging the Participation of YouTube users : The Case Study of the Korean Wave Youth Fans in Hong Kong (유투브(YouTube) 이용자들의 참여에 따른 한류의 확산: 홍콩의 10-20대 유투브(YouTube) 이용자조사를 중심으로)

  • Song, Jung Eun;Jang, Wonho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.155-169
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    • 2013
  • This research aims to consider the participatory behaviors and the relationship building of the Hong Kong Korean Wave fans on YouTube and to explores the effect of the behaviors in order to spread the Korean Wave. Furthermore, this research seek ways of developing the Korean Wave contents based on fan participation on YouTube. The research conducted both Focus Group Interview and three rounds of email interviews with the Korean Wave fans in Hong Kong. They actively participated in expressing themselves, replying to other comments, and providing video contents as a fan. Also, the fans delivered the YouTube video contents to other Social Network Services(SNS), including facebook, and online fan pages in order to build ties with friends and other the Korean Wave global fans in daily lives. Their YouTube participation contributes to creating two-way communication between the Korean Wave and its global fans by spreading and re-creating the Korean Wave contents.