• Title/Summary/Keyword: 움직임 표현 코드

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Motion Search Region Prediction using Neural Network Vector Quantization (신경 회로망 벡터 양자화를 이용한 움직임 탐색 영역의 예측)

  • Ryu, Dae-Hyun;Kim, Jae-Chang
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.1
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    • pp.161-169
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    • 1996
  • This paper presents a new search region prediction method using vector quantization for the motion estimation. We find motion vectors using the full search BMA from two successive frame images first. Then the motion vectors are used for training a codebook. The trained codebook is the predicted search region. We used the unsupervised neural network for VQ encoding and codebook design. A major advantage of formulating VQ as neural networks is that the large number of adaptive training algorithm that are used for neural networks can be applied to VQ. The proposed method reduces the computation and reduce the bits required to represent the motion vectors because of the smaller search points. The computer simulation results show the increased PSNR as compared with the other block matching algorithms.

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Desperately Seeking an Icon (with 8 Legs): (애니메이션 창세기 첫 페이지의 오류, 그 기원과 수정)

  • Nah, Ho-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.417-434
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    • 2016
  • The wall painting of Altamira cave "eight-legged wild boar" is often presented as a typical example of long-held desire of humanity for expressing movement. However, the eight legs are the product of so-called "double layer", of two paintings painted in different periods. Nonetheless, the explanation of Altamira cave paintings linking with the origin of animation is constantly reproduced without any particular doubt, verification or citation of sources. The fact of associating eight legs with movement is irrelevant to visual perception transcending time. This should be considered a movement expression code invented in a particular period of time. Sequential photography tried in the late 19th century, in particular, chronography of $\acute{E}tienne$-Jules Marey plays a crucial role in this. Marey's photography of which a series of sequence movements are overlapped in one frame and printed was reflected in painting works of artists including Duchamp and Balla in the early 20th century and formed as movement expression code. Animation manuals started to emerge from that period of time introduced the images of Marey's chronophotography as a way of analyzing and embodying the movement. In sum, the act of considering Altamira cave paintings of eight-legged wild boar as an expression of movement is an error intending to look at the past through today's visual code.

Efficient Motion Information Representation in Splitting Region of HEVC (HEVC의 분할 영역에서 효율적인 움직임 정보 표현)

  • Lee, Dong-Shik;Kim, Young-Mo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.485-491
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    • 2012
  • This paper proposes 'Coding Unit Tree' based on quadtree efficiently with motion vector to represent splitting information of a Coding Unit (CU) in HEVC. The new international video coding, High Efficiency Video Coding (HEVC), adopts various techniques and new unit concept: CU, Prediction Unit (PU), and Transform Unit (TU). The basic coding unit, CU is larger than macroblock of H.264/AVC and it splits to process image-based quadtree with a hierarchical structure. However, in case that there are complex motions in CU, the more signaling bits with motion information need to be transmitted. This structure provides a flexibility and a base for a optimization, but there are overhead about splitting information. This paper analyzes those signals and proposes a new algorithm which removes those redundancy. The proposed algorithm utilizes a type code, a dominant value, and residue values at a node in quadtree to remove the addition bits. Type code represents a structure of an image tree and the two values represent a node value. The results show that the proposed algorithm gains 13.6% bit-rate reduction over the HM-1.0.

Efficient Coding of Motion Vector and Mode Information for H.264/AVC (H.264/AVC에서 효율적인 움직임 벡터와 모드 정보의 압축)

  • Lee, Dong-Shik;Kim, Young-Mo
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1359-1365
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    • 2008
  • The portion of header in H.264 gets higher than those of previous standards instead of its better compression efficiency. Therefore, this paper proposes a new technique to compress the header of H.264. Unifying a sentence elementary in H.264, H.264 does not consider the distribution of element which be encoded and uses existing Exp-Golomb method, but it is uneffective for variable length coding. Most of the header are block type(s) and motion vector difference(s), and there are redundancies in the header of H.264. The redundancies in the header of H.264 which are analyzed in this paper are three. There are frequently appearing symbols and non-frequently appearing symbols in block types. And when mode 8 is selected in macroblock, all of four sub-macroblock types are transferred. At last, same values come in motion vector difference, especially '0.' This paper proposes the algorithm using type code and quadtree, and with them presents the redundant information of header in H.264. The type code indicates shape of the macroblock and the quadtree does the tree structured motion compensation. Experimental results show that proposed algorithm achieves lower total number of encoded bits over JM12.4 up to 32.51% bit reduction.

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Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

A Rate and Distortion Estimation Scheme for HEVC Hardware Implementation (하드웨어 구현에 적합한 HEVC 의 CU 단위 율 및 왜곡 예측 방법)

  • Lee, Busmhik;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.15-17
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    • 2014
  • 본 논문에서는 하드웨어의 제한된 자원을 이용하여 HEVC 코덱을 구현할 때 DCT 와 엔트로피 부호화를 사용하지 않고 율 및 왜곡값을 예측하여 고효율의 부호화를 수행하는 방법에 대하여 제안한다. HEVC 는 기존의 부호화기에 비하여 계층적 부호화 구조와 함께 큰 블록 크기를 갖는 DCT 와 엔트로피 부호화를 반복적으로 수행하기 때문에 하드웨어 구현 시 그 복잡도가 매우 크게 증가한다. 먼저 DCT 는 하다마드변환 행렬과 또 다른 정규 직교 변환 행렬의 곱으로 표현될 수 있는 성질을 이용하여 부호화 변환 시 생성된 하드마드변환 행렬에 저복잡도의 정규 직교 변환 행렬을 곱하여 DCT 변환 계수를 생성한 후 변환 및 양자화를 수행한다. 왜곡값의 경우, 이 때 생성된 양자화 계수와 변환 계수 간의 차이를 변환도메인에서 제곱합을 이용하여 계산하여 역변환을 생략함으로써 복잡도를 감소시킬 수 있다. 또한 텍스처에 대한 비트율 예측은 각 CU 블록내의 양자화 계수의 수를 더하여 계산하여 엔트로피를 수행하지 않고 예측할 수 있다. 그리고 비 텍스처에 대한 비트율 예측의 경우 움직임벡터의 비트에 대한 Pseudo CABAC 코드를 수행하여 예측할 수 있다. 이러한 저 복잡도의 텍스처 및 비텍스처 비트와 왜곡을 예측함으로써 하다마드변환만을 이용하여 부호화하였을 때에 비해 최대 33%의 비트율 감소를 얻을 수 있었다.

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A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.