• Title/Summary/Keyword: 영상 언어

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Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

A Design and Implementation of the Realtime Video Lecture System for Multimedia Education (멀티미디어 교육을 위한 실시간 영상강의 시스템의 설계와 구현)

  • 방혜자
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.625-637
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    • 2002
  • The Internet had been taken properties which were both a slow speed and low-bandwidth of the first time. It was impossible to transmit large multimedia data because of a Internet properties. After tens of Year Passed, many people began to transmit multimedia data in the Internet which had fast-speed and high-bandwidth. Some people want to team classes to be taught in school through the Internet. And, educators wish to use multimedia data in the educational field. Due to previous reasons, many parts in the educational field had tried to join real-time objects to multimedia objects. But, real-time data didn’t appear easily due to many faults like network errors and system bugs if we want to control data in order to teach and learn classes. Then, this paper separates real-time and unreal-time data and controls these data that aye made a time scheduler to have time information in the extended SMIL-file for deceasing these faults.

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Implementation of Pedestrian Detection and Tracking with GPU at Night-time (GPU를 이용한 야간 보행자 검출과 추적 시스템 구현)

  • Choi, Beom-Joon;Yoon, Byung-Woo;Song, Jong-Kwan;Park, Jangsik
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.421-429
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    • 2015
  • This paper is about an approach for pedestrian detection and tracking with infrared imagery. We used the CUDA(Computer Unified Device Architecture) that is a parallel processing language in order to improve the speed of video-based pedestrian detection and tracking. The detection phase is performed by Adaboost algorithm based on Haar-like features. Adaboost classifier is trained with datasets generated from infrared images. After detecting the pedestrian with the Adaboost classifier, we proposed a particle filter tracking strategies on HSV histogram feature that exploit adaptively at the same time. The proposed approach is implemented on an NVIDIA Jetson TK1 developer board that is full-featured device ideal for software development within the Linux environment. In this paper, we presented the results of parallel processing with the NVIDIA GPU on the CUDA development environment for detection and tracking of pedestrians. We compared the object detection and tracking processing time for night-time images on both GPU and CPU. The result showed that the detection and tracking speed of the pedestrian with GPU is approximately 6 times faster than that for CPU.

A Review on GIS Research Trends in North Korea (북한의 GIS 연구동향 분석)

  • Kim, Chang-Hwan
    • Journal of the Korean Association of Geographic Information Studies
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    • v.10 no.4
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    • pp.189-197
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    • 2007
  • GIS is the tool widely used for the practical solution of spatial problems in every region regardless of the language and ideology. In this paper research trends and tendencies of GIS in North Korea are reviewed compared with those in South Korea. For this purpose, academic publications on GIS in North Korea are surveyed and classified according to main subjects in GIS. Such classification by main subjects of GIS in North Korea are conducted on the basis of the classification of research trends and tendencies of GIS in South Korea. As a result, researches in North Korea are mainly focused upon such fields as geodetic surveying and measurement, map manufacture, atmospheric phenomena, agriculture and disasters, while there are few studies related to such fields as national GIS policy and circulation, GIS education, internet-based GIS, and traffic, to name but a few. Most parts of applied data are based on low and medium resolution image such as meteorological satellite images, Landsat images, and so on. This reflects the low level of the development of GIS DB infrastructure in North Korea.

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영상기호로서의 눈(眼)의 표정에 관한 연구 - 관상학적 담론에 근거한 얼굴형과 구조를 중심으로 -

  • 오근재
    • Archives of design research
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    • v.12 no.1
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    • pp.121-130
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    • 1999
  • The eyeS of human beings are the very interesting objects of research, which were believed to do deliver any meanings without direct words and also to represent best description of key characteristics of humans than any other parts in the body. With respect to this hypothesis on eyes, the study of various expressions of eyes is the fascinating research topic in the area of optical design which is deeply connected to the figurative images. Traditionally, physiognomy was settled by many Koreans to become one of the branches of discourses. Physiognomy has been developed through the statistical summaries of life patterns of various kinds 'of science based on the results of systematical analysis. This research was focused on elucidating the relationship between the consumers' perception and the image of eyes which were thought to be the most important sign emitted from the body of human beings. Furthermore, study was conducted to derive a practical usage from the research results if above relationship was showed to be true. It was unveiled that the considerable close relationship was established with small errors and that eye's image was compensated and enhanced with the help of lip's image to obtain more perfect image. As a result, it was concluded that the rationales of phtsiognomy could assist to choose figures as a figurative image. (Keyword)

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ORMN: A Deep Neural Network Model for Referring Expression Comprehension (ORMN: 참조 표현 이해를 위한 심층 신경망 모델)

  • Shin, Donghyeop;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.2
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    • pp.69-76
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    • 2018
  • Referring expressions are natural language constructions used to identify particular objects within a scene. In this paper, we propose a new deep neural network model for referring expression comprehension. The proposed model finds out the region of the referred object in the given image by making use of the rich information about the referred object itself, the context object, and the relationship with the context object mentioned in the referring expression. In the proposed model, the object matching score and the relationship matching score are combined to compute the fitness score of each candidate region according to the structure of the referring expression sentence. Therefore, the proposed model consists of four different sub-networks: Language Representation Network(LRN), Object Matching Network (OMN), Relationship Matching Network(RMN), and Weighted Composition Network(WCN). We demonstrate that our model achieves state-of-the-art results for comprehension on three referring expression datasets.

System for Neologism Information Support in Real-Time Streaming Service (실시간 스트리밍 서비스에서 신조어 정보 제공 시스템)

  • Seungyong, Lee;Neunghoe, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.203-207
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    • 2023
  • Recently, real-time streaming services are gaining popularity among the MZ generation and the market size is continuously growing. Pre-recorded and edited videos only show one-way communication, but real-time streaming services have the advantage of responding immediately to questions and requests from users, as they enable two-way communication. With the transition from face-to-face culture to non-face-to-face culture due to the COVID-19 pandemic, the number of users communicating in real-time video for activities such as classes, meetings, and leisure has dramatically increased. However, as real-time streaming services become more active and diverse generations participate, there is a problem of conflicts arising from language differences, including the use of neologisms. To address this issue, this paper proposes a method of collecting the meaning of neologisms through the Wikipedia API and presenting them to each other, so that they can understand each other's intentions.

Method of Automatically Generating Metadata through Audio Analysis of Video Content (영상 콘텐츠의 오디오 분석을 통한 메타데이터 자동 생성 방법)

  • Sung-Jung Young;Hyo-Gyeong Park;Yeon-Hwi You;Il-Young Moon
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.557-561
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    • 2021
  • A meatadata has become an essential element in order to recommend video content to users. However, it is passively generated by video content providers. In the paper, a method for automatically generating metadata was studied in the existing manual metadata input method. In addition to the method of extracting emotion tags in the previous study, a study was conducted on a method for automatically generating metadata for genre and country of production through movie audio. The genre was extracted from the audio spectrogram using the ResNet34 artificial neural network model, a transfer learning model, and the language of the speaker in the movie was detected through speech recognition. Through this, it was possible to confirm the possibility of automatically generating metadata through artificial intelligence.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Development of a Remotely Sensed Image Processing/Analysis System : GeoPixel Ver. 1.0 (JAVA를 이용한 위성영상처리/분석 시스템 개발 : GeoPixel Ver. 1.0)

  • 안충현;신대혁
    • Korean Journal of Remote Sensing
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    • v.13 no.1
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    • pp.13-30
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    • 1997
  • Recent improvements of satellite remote sensing sensors which are represented by hyperspectral imaging sensors and high spatial resolution sensors provide a large amount of data, typically several hundred megabytes per one scene. Moreover, increasing information exchange via internet and information super-highway requires the developments of more active service systems for processing and analysing of remote sensing data in order to provide value-added products. In this sense, an advanced satellite data processing system is being developed to achive high performance in computing speed and efficieney in processing a huge volume of data, and to make possible network computing and easy improving, upgrading and managing of systems. JAVA internet programming language provides several advantages for developing software such as object-oriented programming, multi-threading and robust memory managent. Using these features, a satellite data processing system named as GeoPixel has been developing using JAVA language. The GeoPixel adopted newly developed techniques including object-pipe connect method between each process and multi-threading structure. In other words, this system has characteristics such as independent operating platform and efficient data processing by handling a huge volume of remote sensing data with robustness. In the evaluation of data processing capability, the satisfactory results were shown in utilizing computer resources(CPU and Memory) and processing speeds.