• Title/Summary/Keyword: 2D Video

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3D Convolutional Neural Networks based Fall Detection with Thermal Camera (열화상 카메라를 이용한 3D 컨볼루션 신경망 기반 낙상 인식)

  • Kim, Dae-Eon;Jeon, BongKyu;Kwon, Dong-Soo
    • The Journal of Korea Robotics Society
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    • v.13 no.1
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    • pp.45-54
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    • 2018
  • This paper presents a vision-based fall detection system to automatically monitor and detect people's fall accidents, particularly those of elderly people or patients. For video analysis, the system should be able to extract both spatial and temporal features so that the model captures appearance and motion information simultaneously. Our approach is based on 3-dimensional convolutional neural networks, which can learn spatiotemporal features. In addition, we adopts a thermal camera in order to handle several issues regarding usability, day and night surveillance and privacy concerns. We design a pan-tilt camera with two actuators to extend the range of view. Performance is evaluated on our thermal dataset: TCL Fall Detection Dataset. The proposed model achieves 90.2% average clip accuracy which is better than other approaches.

Digital Hologram Compression Technique By Hybrid Video Coding (하이브리드 비디오 코팅에 의한 디지털 홀로그램 압축기술)

  • Seo, Young-Ho;Choi, Hyun-Jun;Kang, Hoon-Jong;Lee, Seung-Hyun;Kim, Dong-Wook
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.5 s.305
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    • pp.29-40
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    • 2005
  • According as base of digital hologram has been magnified, discussion of compression technology is expected as a international standard which defines the compression technique of 3D image and video has been progressed in form of 3DAV which is a part of MPEG. As we can identify in case of 3DAV, the coding technique has high possibility to be formed into the hybrid type which is a merged, refined, or mixid with the various previous technique. Therefore, we wish to present the relationship between various image/video coding techniques and digital hologram In this paper, we propose an efficient coding method of digital hologram using standard compression tools for video and image. At first, we convert fringe patterns into video data using a principle of CGH(Computer Generated Hologram), and then encode it. In this research, we propose a compression algorithm is made up of various method such as pre-processing for transform, local segmentation with global information of object image, frequency transform for coding, scanning to make fringe to video stream, classification of coefficients, and hybrid video coding. Finally the proposed hybrid compression algorithm is all of these methods. The tool for still image coding is JPEG2000, and the toots for video coding include various international compression algorithm such as MPEG-2, MPEG-4, and H.264 and various lossless compression algorithm. The proposed algorithm illustrated that it have better properties for reconstruction than the previous researches on far greater compression rate above from four times to eight times as much. Therefore we expect that the proposed technique for digital hologram coding is to be a good preceding research.

Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.411-417
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    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Real-Time Stereo Matching of HD Video Using Graphics Hardware (그래픽 하드웨어를 이용한 HD 영상의 실시간 스테레오 정합)

  • Oh, Juhyun;Sohn, Kwanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.35-38
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    • 2011
  • 최근 3DTV 의 급격한 활성화로 스테레오 영상 콘텐츠 제작이 크게 증가하고 있다. 스테레오 영상은 일반 2D 영상과 달리 깊이(depth)가 존재하므로 자막과 같은 그래픽의 삽입에서 그 깊이를 반드시 고려해야 한다. 또한 시각피로를 줄이기 위해 스테레오 촬영 시 영상의 변이맵(disparity map)을 실시간 관찰할 필요성도 요구되고 있다. 본 논문에서는 최신의 그래픽 하드웨어를 이용하여 듀얼스트림 HD 영상을 실시간으로 스테레오 정합하는 방법을 제안한다.

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HEVC 표준화 동향과 Test-Model Version 1의 구성 및 성능

  • Han, U-Jin
    • Broadcasting and Media Magazine
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    • v.15 no.4
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    • pp.9-22
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    • 2010
  • 최근 full-HD 3D 방송, UD(ultra-definition) 영상 서비스, mobile device 향 양방향 HD급 화상통신 등 기존 영상 서비스의 품질을 월등히 향상시키고자 하는 연구들이 진행되고 있다. 본 기고에서는 기존 H.264/AVC 영상 압축 표준의 성능을 2배 이상 향상시키는 것을 목표로 진행 중인 새로운 차세대 영상 압축 표준인 HEVC(high-efficiency video coding; MPEG-H/H.265)의 표준화 동향을 소개한다. 또한, 현재 HEVC test-model (HM) version 1을 구성하고 있는 요소 기술들을 결정하기 위해 진행되었던 성능 평가 과정에 대해 간략하게 소개하고, 마지막으로 HM의 전반적 구성 및 현재 성능 수준에 대한 평가결과를 보인다.

3D Graphics Library for Generating Real-time Special Effects

  • Kim Eung-Kon;Yoo Bong-Kil;Song Seung-Heon
    • Journal of information and communication convergence engineering
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    • v.2 no.3
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    • pp.172-176
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    • 2004
  • In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system graphics library for generating special effects in video games and virtual reality applications. The library is a set of functions that allow c++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

Efficient Data Compression and Decompression of Stereo Video by using Interative 2D Warping (반복적 2D 워핑을 이용한 효율적인 스테레오 비디오 데이터 압축 및 복원)

  • Park, Il-Kwon;Hye, Ran-Byun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.117-120
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    • 2008
  • 본 논문은 스테레오 비디오 데이터 압축 및 복원을 위한 그리드(Grid) 기반 2D 워핑 방법을 제안한다. 스테레오 비디오에 대한 데이터 표현 방법으로 깊이지도 및 매쉬(mesh)를 이용한 방법이 주로 사용되어 왔으며 매쉬를 이용한 방법은 두 영상간의 매칭되는 노드를 이용하여 데이터 압축 효율을 높일 수 있다. 그러나, 두 영상에서 매칭되는 노드의 위치를 찾는 것은 매우 어려운 일일 뿐만 아니라 매쉬에 의해서 워핑된 영상과 목적이 되는 스테레오 영상의 좌측 또는 우측 영상간의 왜곡이 불가피하다. 따라서 이러한 왜곡을 보정하기 위하여 잔여영상(Residual image) 정보를 추가로 요구하게 된다.제안된 논문은 이러한 잔여영상 정보를 최소화 하기 위하여 반복적으로 2D워핑을 수행하며 최적화된 워핑 영상을 생성함으로써 목적영상과의 오차를 최소로 유지하여 추가정보인 잔여 영상의 데이터 용량을 최소화 한다. 전체영상에 대하여 2D워핑을 수행하며 각각의 노드를 변경하는 것은 많은 비용을 감수해야 하기 때문에 오차영역에 대하여 지역단위로 분할하고 단계적으로 최적화를 이루는 분할정복 방법을 사용하였다. 본 논문의 실험에서는 스테레오 영상에 대하여 각각의 신호대 잡음비(PSNR)를 통해 제안한 방법의 품질을 평가하였을 뿐만 아니라 기존의 메쉬 기반한 방법과 깊이지도를 이용한 방법과의 데이터량을 비교하였다. 실험결과를 통하여 제안한 방법의 데이터 압축의 효율성 및 품질의 우수성을 확인하였다.

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Design of Quadrifilar Helical Antenna for the Satellite-Digital Multimedia Broadcasting Terminal (Satellite-Digital Multimedia Broadcasting 단말기용 헤리컬 안테나 설계)

  • Lee, Kanghoon;Park, Junam;Rhee, Youngchul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.1
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    • pp.46-52
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    • 2009
  • This paper design QHA(quadrifilar helical antenna) to receive efficiently Satellite-Digital Multimedia Broadcasting video signal. It is designed as quadrifilar structure with phase variation $0^{\circ}C$, $90^{\circ}C$, $180^{\circ}C$, $270^{\circ}C$ to obtain circular polarization. Upper gap, turn number and height of QHA are varied to obtain optimization dimensions. Optimization dimensions are gap=2.2mm, turn number=0.9, height=42mm and input reflection coefficient is approximately -5.8dB. Designed QHA can be applied to Satellite-DMB terminal.

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Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.