• Title/Summary/Keyword: 한국 영상 매체

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Implementation of JPEG Compression Module Using FPGA (FPGA를 이용한 JPEG 압축모듈 구현)

  • We, Jiho;We, Hyun;Yu, Seungwon;Jeong, Jechanh
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.158-161
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    • 2019
  • 정보를 전달하는 데에는 여러 수단이 있다. 그 중 가장 많은 양의 정보를 가장 직관적으로 전달하는 수단은 영상이다. 그렇기 때문에 사람들은 예로부터 공연과 연극을 통해 시각적인 형태로 내용과 분위기 등 다양한 정보들을 전달해왔고, 오늘날에는 영화 필름의 형태로 전달하기도 한다. 현대에는 기술이 점점 발전하고 한 매체가 담을 수 있는 용량이 커지면서 통용되는 데이터량이 늘어나고 있고, 또한 개개인의 삶이 하나의 컨텐츠가 되면서 사회 전체적으로 유통되는 데이터량이 급증하고 있는 추세이다. 이러한 사회적 추이를 따라 영상을 효과적으로 운용하는 중요성이 대두되고 있고, 이를 위해 그 데이터량을 효과적으로 관리하는 다양한 압축 기술에 대한 연구가 이루어지고 있다. 최근 국내에서 5G 통신 기술이 상용화되는 것을 보면서도 알 수 있듯이 기술이 발전함에 따라 처리해야하는 데이터량이 많이졌고 많은 데이터량을 처리하는 속도도 발전하였지만 많은 데이터량을 효율적으로 줄이는 방법도 매우 중요해졌다. 이점에 착안하여 본 논문은 JPEG 인코더를 구현해봄으로써 영상의 효율적인 압축에 대한 이해도를 높이고 압축 자체에 대한 개념을 깊이 있게 함양하기 위해 본 연구 주제를 선정하였다.

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A Study on the Interactive acoustic Method of 3D(Three-dimensional)signage Image Contents on Multipurpose stage (공간상의 입체사이니지 영상 콘텐츠 연동형 음향연출기법 연구)

  • Park, Cheon-Il;Yang, Seungyoun;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.107-113
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    • 2017
  • Recently, digital signage is various changes and converging media. It is common to exhibit and guide focusing on information transfer by using the display. Such a method can not express variously changing digital signage. Therefore, we have to find a way to solve the problem of place and structure. In this paper, we experimented the new direction technique. Finally, we are going to propose acoustic direction technique using a microphone to maximize digital signage and intention of delivery by adding an sound reinforcement method to the visual representation.

A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.365-368
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    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

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A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception- (TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반-)

  • Lee, Kook-Se;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.129-138
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    • 2009
  • Character graphic design of TV screen, the major visual element, has become greatly important in its roles to help viewers understand visual information better and to enhance the qualities of the program. This research is to figure our a way of changing and improving the attributes of TV captions and graphics such as fonts, size, and caption speed appropriate to bigger and better qualified TV screen. Based on two Delphi surveys of graphics experts along with the theoretical studies, this article analyzes the relevance of visual perception to various visual elements of TV screen, and proposes a better plan in visual effects for various media under OSMU (One Source Multi Use).

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Video Highlight Prediction Using GAN and Multiple Time-Interval Information of Audio and Image (오디오와 이미지의 다중 시구간 정보와 GAN을 이용한 영상의 하이라이트 예측 알고리즘)

  • Lee, Hansol;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.143-150
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    • 2020
  • Huge amounts of contents are being uploaded every day on various streaming platforms. Among those videos, game and sports videos account for a great portion. The broadcasting companies sometimes create and provide highlight videos. However, these tasks are time-consuming and costly. In this paper, we propose models that automatically predict highlights in games and sports matches. While most previous approaches use visual information exclusively, our models use both audio and visual information, and present a way to understand short term and long term flows of videos. We also describe models that combine GAN to find better highlight features. The proposed models are evaluated on e-sports and baseball videos.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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The actual condition and improvement of audiovisual translation through analysis of subtitle in Netflix and YouTube: focusing on Korean translation. (Netflix와 Youtube 플랫폼 내의 영화 자막오역 분석을 통한 영상번역 실태와 개선점: 한국어 번역본을 중심으로.)

  • Oh, Kyunghan;Noh, Younghee
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.25-35
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    • 2021
  • We are able to watch international multimedia anytime and anywhere, if we have the devices to connect Internet. Netflix and Youtube are the most massive and the most visited streaming platforms in the world. So If audiences are not familiar with the exotic culture such as behaviors, contexts, sarcasm, history and the current issues, It would happen a consequence that they entirely have to rely on subtitles in order to get inform. This research hereby aims to compare Korean transcriptions of the same movies streamed by the two selected platforms(Netflix and Youtube). As a result, good translation is that translators should use appropriate omissions and detailed explanations in limited time and space so that audience can concentrate on the vedio. If translators study the work in depth and spend enough time working on it, the quality of translation will definitely increase. Finally, this study contributed to the revitalization of the video translation market, which is still in the past, through the misinterpretation of videos produced at a low unit price and with minimal time without guidelines for video translation.

A Study on Utilizing a Vital Sign for Emotional Objectification (감성 객관화를 위한 활력징후 활용 연구)

  • Kim, Hee-Won;Choi, Won-Ji;Ihm, Sun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.485-497
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    • 2017
  • People can access to their vital signs easy through portable devices and wearable devices. The vital signs are used only for the purpose of health care, and can not be found when they are used for purposes other than health care. In this paper, we propose a web site to judge the emotional state of a viewer by using vital signs provided by smart bands. On the proposed web sites, user can see the overall trend of a person's vital signs and the vital signs of a person's best scenes and specific scenes. In this paper, we recognized the necessity to utilize the vital signs as an aspect other than existing health care. In this study, we analyzed the emotional state of people with vital signs and implemented them as a web site. In this paper, we store vital signs in a database, apply algorithms based on stored data, and draw graphs to provide user - specific graphs and graphs of all users on the Web site.

Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

Implementation of AESA Radar Integration Analysis System by using Heterogeneous Media

  • Min-Jung Kang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.117-125
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    • 2024
  • In this paper, implement and propose an Active Electronically Scanned Array (AESA) radar integration analysis system which specialized for radar development by using heterogeneous media. Most analysis systems are used to analyze and improve the cause of defects, so they help the test easier. However, previous log analysis systems that operate only based on text are not intuitive and difficult to find the information user want at once if there is a lot of log information. so when an equipment defect occurs, there are limitations in analyzing the cause of defect. Therefore, the analysis system in this paper utilizes heterogeneous media. The media defined in this paper refers to recording text-based data, displaying data as image or video and visualizing data. The proposed analysis system classifies and stores data that transmitted and received between radar devices, radar target detection and Tracking algorithm data, etc. also displays and visualizes radar operation results and equipment defect information in real time. With this analysis system, it can quickly provide information what user want and assistance in developing high quality radar.