• Title/Summary/Keyword: 컨텐츠 분류

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A New Approach to Naturalness for Still Images-Depending On TV Genre (TV화질에 있어서 자연스러움의 새로운 접근-TV장르)

  • Park, Yung-Kyung
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.251-258
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    • 2010
  • 'Naturalness' is the important "ness" which is a key factor in image quality assessment. 'Naturalness' is a representive factor depending on the context of the image which arouses different emotions. The Image Quality Circle was split into two steps. The first step is predicting the visual perceptual attribute which are lightness, colourfulness, hue and contrast. The next step is SSE which is dependent to image contents. In this study the image contents are grouped in genres. The images were rendered using four different colour attributes which are lightness, contrast, colourfulness and hue. Using a scale, the score of image quality and SSE was asked to each participant for all rendered images. A seven-point category scale of increasing amount of "ness" is used as a quantitative adjectives sequence. The image quality model was built by combining the SSEs for each scene. The SSEs, where vividness is common, are considered as independent variables to predict the image quality score. Then the vividness model was built using colour attributes as variables to predict the vividness of each scene (genre). Vividness is an important factor of naturalness which the meaning is different for all scenes that links the naturalness and image quality. The vividness meaning was different for each scene (genre). Therefore, the colour attributes that express the vividness would depend on the image content.

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Preliminary Study on the Simulation for Urban Railway Facility Performance Assessment (도시철도시설 성능평가 시뮬레이션 구현을 위한 기초 연구)

  • Kang, Goune;Jung, Insu;Kim, Jung-yeol;Seo, MyoungBae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.190-198
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    • 2020
  • For domestic urban railways, which have a 19.7% aging rate, a performance evaluation is necessary to establish capital improvement investment plans. The performance evaluation, which was recently enacted in the relevant law, points out the excessive time and effort for acquiring data and evaluation. This study developed a performance evaluation simulation prototype using a virtual reality (VR) method to use as training contents for railway performance evaluations. The practical use of the VR technique to reduce the working time under poor environment conditions was confirmed through a literature review. A survey and consultation were conducted for urban railway experts to determine the weight of the performance evaluation items and the facility breakdown structure. This information was utilized to develop performance evaluation sheets for simulation. Based on the evaluation sheet, a training content prototype that evaluates the performance of platform safety doors was developed using VR techniques with HTC VIVE equipment. VR simulation tests were conducted for six players, and the prototype was sufficiently advantageous for a visual confirmation of the facility information. The result is expected to be useful for engineers to understand the performance evaluation process efficiently before an actual performance evaluation of urban railway facilities.

Spatio-temporal Data Visualization Survey for VR and AR Environment (VR 및 AR 환경에서의 시공간 데이터 시각화를 위한 동향 분석)

  • Song, Hyunjoo
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.36-44
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    • 2018
  • VR(Virtual Reality) and AR(Augmented Reality) devices are becoming more common, and the need for proper contents presentation techniques in such environments has been growing ever since the popularization of the devices. One of the contents is the spatio-temporal data, which has become more prominent since it could be both generated and consumed by a large number of ordinary users. In this work, the researcher analyzed the characteristics of spatio-temporal data as a source for visualization in VR and AR environment, and categorized prior visualization methods for such data, which were devised for traditional monitors. The researcher also reviewed the hardware specification of state-of-the-art devices, and examined the possibility of adopting the previous visualization approaches. This work is expected to contribute in designing spatio-temporal visualization for VR and AR environment by utilizing their unique characteristics.

Development of MPEG-7 Description-based Annotation Tool for Production of Semantic Multimedia Metadata (의미적 멀티미디어 메타데이터 생성을 위한 MPEG-7 기술기반 주석도구의 개발)

  • An, Hyoung-Geun;Koh, Jaw-Jin
    • The KIPS Transactions:PartD
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    • v.14D no.1 s.111
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    • pp.35-44
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    • 2007
  • Recently, an increasing in quantity of multimedia data have brought a new problem that expected data should be retrieved fast and exactly. The adequate representation for the multimedia data is the key element for efficient retrieval. For this reason, MPEG-7 standard was established for description of multimedia data. In this paper, we propose a new approach to metadata production. The user can decompose a given content into units and easily annotate each unit by adding basic Information such as time, place, etc. as well as classification information such as event, relationship, etc. according to the MPEG-7 standard. The objective is to build automatically a pure semantic description; the nodes are the events and the links are the graphs which describe the relationships among the events. Finally, we have implemented an annotation tool(SMAT) for semantic description based on proposed technique and assess some of the experiment results. In conclusion, we ran say that the proposod annotation tool is characterized by two important proprieties : reusability and extendibility.

Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

A Study on Contents-based Retrieval using Wavelet (Wavelet을 이용한 내용기반 검색에 관한 연구)

  • 강진석;박재필;나인호;최연성;김장형
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.5
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    • pp.1051-1066
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    • 2000
  • According to the recent advances of digital encoding technologies and computing power, large amounts of multimedia informations such as image, graphic, audio and video are fully used in multimedia systems through Internet. By this, diverse retrieval mechanisms are required for users to search dedicated informations stored in multimedia systems, and especially it is preferred to use contents-based retrieval method rather than text-type keyword retrieval method. In this paper, we propose a new contents-based indexing and searching algorithm which aims to get both high efficiency and high retrieval performance. To achieve these objectives, firstly the proposed algorithm classifies images by a pre-processing process of edge extraction, range division, and multiple filtering, and secondly it searches the target images using spatial and textural characteristics of colors, which are extracted from the previous process, in a image. In addition, we describe the simulation results of search requests and retrieval outputs for several images of company's trade-mark using the proposed contents-based retrieval algorithm based on wavelet.

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Non-Dialog Section Detection for the Descriptive Video Service Contents Authoring (화면해설방송 저작을 위한 비 대사 구간 검출)

  • Jang, Inseon;Ahn, ChungHyun;Jang, Younseon
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.296-306
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    • 2014
  • This paper addresses a problem of non-dialog section detection for the DVS authoring, the goal of which is to find meaningful section from the broadcasting audio, where audio description can be inserted. The broadcasting audio involves the presence of various sounds so that it first discriminates between speech and non-speech for each audio frame. Proposed method jointly exploits the inter-channels structure and speech source characteristics of the broadcasting audio whose number of channel is stereo. Also, rule based post-processing is finally applied to detect the non-dialog section whose length is appropriate for audio description. Proposed method provides more accurate detection compared to conventional method. Experimental results on real broadcasting contents show that qualitative superiority of the proposed method.

The Influencing Factors on the Online-Based Interpersonal Relationships Formation of the SNS Users (SNS 사용자의 온라인기반관계 형성에 미치는 영향 요인)

  • Heo, Song-Ji;Kim, Ja-Young;Jang, Hee-Jin;Park, Su-E;Ko, Hye-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.101-113
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    • 2012
  • In this paper, our goal is to investigate the influencing factors on the online-based interpersonal relationships formation of the SNS users. To achieve this, first, we collected the influencing factors on the online-based interpersonal relationships, conducted survey, and then we analyzed the data with the PLS(Partial Least Square) and structural equation. As a result, we verified the main cause of factors as personal, relational and environmental factors and 8 kinds of detailed factor as social attraction, physical attraction, informational post, reciprocality, similarity, contents quality, web appearance and perceived spatiality are the influencing factors on the online-based interpersonal relationships dimensions. Finally, these factors were proposed as the influencing factors on the online-based interpersonal relationships formation of the SNS users.

A Study on the 3-D Information Communication on the World Wide Web (웹에서의 3차원 정보 전달에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.16 no.1
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    • pp.53-62
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    • 2003
  • This paper purports to propose a new logic of 3D information structure, based on the analysis of the features of the existing 3D information structures on the web, especially to help designers establish a proper design process and a guideline. So first it is needed to define the 3D information and 3D information transmission in general and to research the features of them. Next, focusing on the 3D information transmission on the World Wide Web, this paper takes a look at various qualities and related technologies of it, to analyze different forms of 3D information and classify them into some logical types of the information structure. Then the issues of the existing 3D information on WWW can be outlined, and with those results, this paper proposes what logic of information structure it should have to make an effective 3D information transmission.

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Analysis on the Business Model of Korean Home Network Industry by Participating Enterprises (국내 홈네트워크 산업의 참여사업자의 비즈니스 모델 분석)

  • Noh, Mi-Jin;Kim, Ju-Seong
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.172-184
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    • 2008
  • The purpose of this study analyzes services and the markets creating the profit of the national home network industry and the promotion strategy will be proposed. First, the technologies and products of the home network industry are analyzed, and the value chain of this industry is grasped. Second, the home network industry is classified into the communication common carrier, the construction carrier, the content/solution carrier, and the electronic business carrier. Third, The business model of the home network industry reconstructed based on the researches of Morris et al.(2005) and Chesbrough and Rosenbloom(2002), and the strategies are analyzed. We performed the industrial analysis as the company environment analysis, factor analysis of the value creation, business strategy analysis and so on.