• Title/Summary/Keyword: 시청자 실험

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Image Mixing in Multiview 3 Dimensional Imaging Systems (다시점 3차원 영상 시스템에서 영상혼합)

  • Kim, Shin-Hwan;Son, Jung-Young
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.175-181
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    • 2008
  • A 2 dimensional quality function for quantifying the quality of images observed at viewing regions in contact-type multiview 3 dimensional imaging systems is devised and its effectiveness is verified experimentally. The function allows calculating the locations of viewing regions for patched images of any number of different view images. The images observed at the calculated regions reveal that different parts of the display panel of the system project different view images and match with the function's prediction.

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고화질 하이브리드 DMB 실험 방송

  • Kim, Hyeon-Sun;Lee, Sang-Ju;Kim, Sang-Hun;Jeon, Seong-Ho;Gyeong, Il-Su;Jeong, Sin-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.127-129
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    • 2013
  • 스마트 폰, 탭 등의 스마트 모바일 디바이스의 등장으로 단말기 성능이 좋아지고 화면의 크기와 해상도가 높아짐에 따라, DMB의 화질 개선에 대한 요구가 증가하고 있다. 2005년 DMB 본방송 당시에 이동 중 TV를 시청하는 것으로 만족하던 시청자들은 현재 DMB 화질에 대한 불만을 제기하고 있으나, DMB는 9년 전 기술로 DMB 채널 자체만으로는 화질 개선에 한계가 있다. 이에 KBS 기술연구소에서는 DMB 온에어 채널과 인터넷을 함께 이용하여 DMB 화질을 개선하고자 고화질 하이브리드 DMB 개념을 도입하고 그 기술을 개발하였다. 본 논문에서는 이러한 고화질 하이브리드 DMB에 대하여 살펴보고 올해 3월에 제주도에서 실시한 실험 방송 시스템 및 결과를 살펴봄으로써 그 서비스 가능성을 논하고자 한다.

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인터넷 방송 재생 손실과 시청 만족도와의 관계

  • 장활식;오창규
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2000.11a
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    • pp.1.1-12
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    • 2000
  • 현재 급속히 성장하고 있는 인터넷 방송이 가져야 되는 전송 후 재생 손실 정도가 고객의 시청 만족도에 어떻게 그리고 어느 정도 영향을 미치는 지를 실험 연구를 통해 살펴보고자 한다. 이를 측정하기 위해 인터넷 방송 컨텐츠의 재생 상태를 독립변수로 삼고, 인터넷 방송 시청 만족도를 종속 변수로 삼아 라틴 설계(Latin Square design)방식으로 통제실험을 수행하였다. 그 결과 인터넷 방송을 시청하는 정보 수용자의 시청 품질 만족도 수준을 제시함으로써 두 가지 시사점을 제공하고자 한다. 첫째, 인터넷 방송 시청 만족도에 있어 시청자의 최대 허용 가능한 결점(defect)수준을 규명한다. 둘째, 현재의 인터넷 방송 품질이 서버에서 생성된 그대로의 최적 상태를 제공할 수 없기 때문에 재생 손실에 있어 전체손실과 연속 손실 모두를 고려한 교차 효과 연구를 통해 제시된 결과표로부터 최소 불평 수준을 밝힘으로써 인터넷 방송 운영자가 내릴 수 있는 최선의 대안을 선택할 수 있도록 한다.

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A Process From Study Experiment of 3D Sweetening on 4D Experiential Contents (4D 체감형 콘텐츠에 대한 3D Sweetening 연구 실험 절차)

  • Meng, Hui;Song, Seung Keun;Chae, Eel Jin;Kim, Ki Hong;Park, Hong Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.477-478
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    • 2011
  • 3D 입체영상은 영화관에서 시작되어 최근에는 방송, 게임, 테마파크에 이르기 까지 널리 확산되고 있다. 하지만 3D 입체영상에 대한 응용기술의 발전은 입체영상에 쉽게 접근하게 하였음에도 불구하고 3D 입체영상을 시청하는 사용자에 대한 근본적인 연구가 미흡한 실정이다. 이러한 문제로 인하여 3D 입체영상을 접한 대부분의 시청자들이 안구통증, 어지러움 증을 호소하지만 이에 대한 근본적인 대책을 제시하지 못하는 것이 현실이다. 따라서 이러한 입체피로를 해결하기 위한 3D Sweetenig을 다양한 연구방법으로 진행되고 있고, 그 중 4D 체감형 콘텐츠에 대한 감성연구실험 절차를 소개하고자 한다.

Modeling of Visual Attention Probability for Stereoscopic Videos and 3D Effect Estimation Based on Visual Attention (3차원 동영상의 시각 주의 확률 모델 도출 및 시각 주의 기반 입체감 추정)

  • Kim, Boeun;Song, Wonseok;Kim, Taejeong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.609-620
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    • 2015
  • Viewers of videos are likely to absorb more information from the part of the screen that attracts visual attention. This fact has led to the visual attention models that are being used in producing and evaluating videos. In this paper, we investigate the factors that are significant to visual attention and the mathematical form of the visual attention model. We then estimated the visual attention probability using the statistical design of experiments. The analysis of variance (ANOVA) verifies that the motion velocity, distance from the screen, and amount of defocus blur affect human visual attention significantly. Using the response surface modeling (RSM), we created a visual attention score model that concerns the three factors, from which we calculate the visual attention probabilities (VAPs) of image pixels. The VAPs are directly applied to existing gradient based 3D effect perception measurement. By giving weights according to our VAPs, our algorithm achieves more accurate measurement than the existing method. The performance of the proposed measurement is assessed by comparing them with subjective evaluation as well as with existing methods. The comparison verifies that the proposed measurement outperforms the existing ones.

Autostereoscopic Display based on Dual Layer Parallax Barrier (이중 계층 패렐랙스 배리어 기반의 무안경식 3D 디스플레이)

  • Lee, Hyun;Lee, Eung-Don;Um, Gi-Mun;Cheong, Won-Sik;Lee, Sung-Jung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.68-76
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    • 2011
  • We introduce a parallax barrier type autostereoscopic display in order to overcome the limited viewing angle of the conventional parallax barrier type displays. The proposed method adopts a special structure of double pairs of ITO that have a common TN-LC at the core of the conventional parallax barrier. Compared with the conventional parallax barrier type displays, the proposed display uses moving parallax barriers and eye tracking system to make stereoscopic view images adapted to the movement of viewer. We implemented a prototype of the proposed dual layer parallax barrier system, and verified that the proposed autostereoscopic display maintains seamless 3D views even when a viewer's head is moving.

Efficient Channel Selection Using User Meta Data (사용자 메타데이터를 이용한 효율적인 채널 선택 기법)

  • 오상욱;최만석;조소연;문영식;설상훈
    • Journal of Broadcast Engineering
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    • v.7 no.2
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    • pp.88-95
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    • 2002
  • According to an evolution of digital broadcasting, it is possible that terrestrial and satellite broadcasting media provide multi-channel services. CATV and satellite media have been also extended to hundreds of channels. As the result of channel expanding, viewers came to select lots of channels. But it is difficult that they select the favorite channel among hundreds of channels. In this paper, we propose an efficient automatic method to recommend channels and programs on a viewer's preference in a multi-channel broadcasting receiver like a Set ToP Box(STB). The proposed algorithm selects channels based on the following method. It makes and saves user history data by using MPEG-7 MDS based on the program information a viewer had watched. It recommends programs similar to a viewer's preference based on user history data. It selects the channel in the recommended genre based on the viewer's channel preference. The experimental result shows that the proposed scheme is efficient to select the user preference channel.

A PSNR Estimation Method Exploiting the Visual Rhythm for Reconstructed Video Frames at IPTV Set-top Box (비쥬얼리듬을 이용한 IPTV Set-top Box 재생영상에 대한 PSNR 추정 기법)

  • Kwon, Jae-Cheol;Suh, Chang-Ryul
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.114-126
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    • 2009
  • In this paper, we propose a PSNR(peak-to-peak signal to noise ratio) estimation method exploiting visual rhythm information for the reconstructed video frames at the customer's STB(Set-top Box). Key idea is that we can estimate the PSNR by using VR(visual rhythm) information even though a VR consists of the pixels in a vertical direction of a 2D(2-dimensional) video frame, because VR is the 1D projected version of a 2D video frame approximately. Simulation results show that the estimated PSNR from VR information is closely related to the PSNR from 2D video frames. The advantages of the proposed scheme includes that it can monitor the video quality efficiently while minimizing the computation load of STB, and show the location, duration and occurrence count of severe picture degradation.

Stereoscopic Image Generation with Optimal Disparity using Depth Map Preprocessing and Depth Information Analysis (깊이맵의 전처리와 깊이 정보의 기하학적 분석을 통한 최적의 스테레오스코픽 영상 자동 생성 기법)

  • Lee, Jae-Ho;Kim, Chang-Ick
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.164-177
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    • 2009
  • The DIBR(depth image-based rendering) method gives the sense of depth to viewers by using one color image and corresponding depth image. At this time, the qualities of the generated left- and right-image depend on the baseline distance of the virtual cameras corresponding to the view of the generated left- and right-image. In this paper, we present a novel method for enhancing the sense of depth by adjusting baseline distance of virtual cameras. Geometric analysis shows that the sense of depth is better in accordance with the increasing disparity due to the reduction of the image distortion. However, the entailed image degradation is not considered. Experimental results show that there is maximum bound in the disparity increasement due to image degradation and the visual field. Since the image degradation is reduced for increasing that bound, we add a depth map preprocessing. Since the interactive service where the disparity and view position are controlled by viewers can also be provided, the proposed method can be applied to the mobile broadcasting system such as DMB as well as 3DTV system.

Effect of Exposure to Body Image in Media and Bullet Screen on Weight Loss Intention - Focused on Bilibili, a Video Sharing Website of China (미디어 노출 신체이미지와 탄막 이용이 다이어트 의도에 미치는 영향 -중국 비리비리(Bilibili) 동영상 사이트를 중심으로)

  • Liang, Shuang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.268-283
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    • 2020
  • The purpose of this study was to examine the effect of exposure to body image in media and bullet screen on weight loss intention by specifically focusing on Bilibili, a video sharing website of China. For the study, a 3 (Social viewing: no bullet screen vs. complimentary bullet screen vs. critical bullet screen) x 2 (Body image in media: ideal vs. realistic) between-subjects factorial design was conducted. A total of 310 Chinese women in their 20s were recruited to participate in an experimental survey. The main results showed that viewing the ideal body image with the complimentary bullet screen and realistic body image with the critical bullet screen strengthened the participants' intention on weight loss. Finally, the interaction effect of social viewing and the types of bullet screen were examined. The higher weight-loss intention was revealed when social viewing was conducted with the complimentary bullet screen of the ideal image. The results of this study can enhance the understanding of the bullet screen as a type of social viewing and its effect on user behavior intention.