• Title/Summary/Keyword: 2D Video

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Developemet of noncontact velocity tracking algorithm for 3-dimensional high speed flows using digital image processing technique (디지털 화상처리를 이용한 유동장의 비접촉 3차원 고속류 계측법의 개발)

  • 도덕희
    • Journal of Advanced Marine Engineering and Technology
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    • v.23 no.2
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    • pp.259-269
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    • 1999
  • A new algorithm for measuring 3-D velocity components of high speed flows were developed using a digital image processing technique. The measuring system consists of three CCD cameras an optical instrument called AOM a digital image grabber and a host computer. The images of mov-ing particles arranged spatially on a rotation plate are taken by two or three CCD cameras and are recorderd onto the image grabber or a video tape recoder. The three-dimensionl velocity com-ponents of the particles are automatically obtained by the developed algorithm In order to verify the validity of this technique three-dimensional velocity data sets obtained from a computer simu-lation of a backward facing step flow were used as test data for the algorithm. an uncertainty analysis associated with the present algorithm is systematically evaluated, The present technique is proved to be used as a tookl for the measurement of unsteady three-dimensional fluid flows.

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Measurement of Flow Field in a Domestic Hot-Water Pump by PIV (PIV에 의한 가정용 온수펌프의 유동장 계측)

  • Lee, H.;Im, Y. C.;Kim, J. H.;Lee, Y. H.
    • 유체기계공업학회:학술대회논문집
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    • 1999.12a
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    • pp.264-271
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    • 1999
  • The present experimental study is aimed to investigate the flow characteristics of the high-speed flow field within hot-water pump by PIV(Particle Image Velocimetry). As multi-point simultaneous velocity acquisition, 2-D PIV system based upon the two-frame gray-level cross correlation method is adopted using PC frame-grabber and simple video system. Gated image intensifier CCD Camera to cope with illumination problem is arranged for accurate PIV measurement of high-speed complex flow. The velocity vector distribution, velocity profile, and kinetic energy are represented quantitatively at the full-scale region for the deeper understanding of the unsteady flow characteristics in a pump.

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A Study on Scalable Video Coding Technique with FGS Temporal Scalability (FGST를 이용한 계층적 코딩기법에 관한 연구)

  • Kim, Jong-Uk;Kim, Jin-Cheol;Lee, Bae-Ho
    • Annual Conference of KIPS
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    • 2002.11a
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    • pp.783-786
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    • 2002
  • 멀티미디어 컨텐트의 실시간 전송은 인터넷에서 중요한 기술영역으로 나타나고 있다. 본 논문에서는 MPEG-4 표준에서 채택된 FGS(Fine Granualrity Scalability)를 이용한 계층적 비디오 부호화 방법의 효율성 향상을 위한 방법을 제시하였다. MPEG-4 FGS는 인터넷에서 이용되는 다양한 특성의 단말기들과 대역폭 변동에서 유연성 있는 기술이다. 일반적인 계층 비디오 부호화 기법보다 PSNR값이 평균 1$\sim$2dB정도 높게 나타난다. 그러나 단일 계층 부호화 방법에 비해서는 효율성이 낮게 나타난다. 제안된 방법에서는 이런 FGS의 효율성을 높이기 위한 방법으로 시간 스케일러빌리티를 갖는 FGST(FGS temporal scalability)층을 적용하였다. 기본계층은 일반적인 FGS 부호화에 의해 이루어지고 상위계층 부호화로 시간적 스케일러빌리티를 갖는 FGST를 이용한다. 실험은 프레임율 10 fbs의 container와 mobile 영상에 대해 이루어졌고 두 영상 모두에 대해 FGS 부호화만을 적용하는 경우보다 상위계층으로서 FGST를 이용하는 경우 상당한 효율성 향상이 있음을 보인다.

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Features of Student Engagement in Chinese Middle School Mathematics Classrooms

  • Ye, Lijun;Si, Haixia
    • Research in Mathematical Education
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    • v.14 no.4
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    • pp.333-345
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    • 2010
  • This study focuses on student engagement in Chinese middle school mathematics classrooms. By the recording and quantitative analysis on video case, this study explored the main acts and time of student engagement. The data showed that among the student engagements: (1) Students' responses to teacher's question occurred most frequently; (2) Collective responses were much more than the individual responses; (3) Students' responses and classroom practice spent the longest time; (4) The most frequent student engagements occurred in the aspects of classroom practice; and (5) Students rarely asked a question to teachers. The study also suggested that teacher's effective guidance could improve the level of student engagement and the content of classroom practice is very important to the quality of student engagement.

3D Dense Surface Reconstruction from Single-Camera Video (단일 비디오 카메라를 이용한 3차원 구조의 조밀한 복원)

  • 박정우;박종승;황용구;이만재
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.733-735
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    • 2004
  • 이 논문은 한 대의 카메라에서 얻은 일련의 영상을 해석하여 단순한 2차원의 영상을 3차원물체로 복원하는 방법에 대해 설명을 한다. 이러한 3차원 복원 방법은 카메라 내부 변수가 동일하다는 가정을 이용하여 별도의 캘리브레이션 작업 없이 한 대의 카메라로부터 얻은 여러 장의 영상을 이용한다. 이 논문에서 제안한 방법은 내부 변수 중 카메라 행렬의 단순화와 사영 기하를 이용한 것이다 이 방법은 실제 비디오 프레임에 가상의 그래픽 모델을 더하는 AR (Augmented reality) 분야에 특히 유용하다 이 논문에서의 실험은 실제 여러 비디오 스트림 데이터를 바탕으로 수행되었고, 하나의 카메라를 사용한 동영상에서 3차원 구조로 복원하는 실험 결과는 시스템의 유용성을 보여준다.

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Human Action Recognition Using Deep Data: A Fine-Grained Study

  • Rao, D. Surendra;Potturu, Sudharsana Rao;Bhagyaraju, V
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.97-108
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    • 2022
  • The video-assisted human action recognition [1] field is one of the most active ones in computer vision research. Since the depth data [2] obtained by Kinect cameras has more benefits than traditional RGB data, research on human action detection has recently increased because of the Kinect camera. We conducted a systematic study of strategies for recognizing human activity based on deep data in this article. All methods are grouped into deep map tactics and skeleton tactics. A comparison of some of the more traditional strategies is also covered. We then examined the specifics of different depth behavior databases and provided a straightforward distinction between them. We address the advantages and disadvantages of depth and skeleton-based techniques in this discussion.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

SHVC-based V-PCC Content ISOBMFF Encapsulation and DASH Configuration Method (SHVC 기반 V-PCC 콘텐츠 ISOBMFF 캡슐화 및 DASH 구성 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.548-560
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    • 2022
  • Video based Point Cloud Compression (V-PCC) is one of the compression methods for compressing point clouds, and shows high efficiency in dynamic point cloud compression with movement due to the feature of compressing point cloud data using an existing video codec. Accordingly, V-PCC is drawing attention as a core technology for immersive content services such as AR/VR. In order to effectively service these V-PCC contents through a media streaming platform, it is necessary to encapsulate them in the existing media file format, ISO based Media File Format (ISOBMFF). However, in order to service through an adaptive streaming platform such as Dynamic Adaptive Streaming over HTTP (DASH), it is necessary to encode V-PCC contents of various qualities and store them in the server. Due to the size of the 2D media, it causes a great burden on the encoder and the server compared to the existing 2D media. As a method to solve such a problem, it may be considered to configure a streaming platform based on content obtained through V-PCC content encoding based on SHVC. Therefore, this paper encapsulates the SHVC-based V-PCC bitstream into ISOBMFF suitable for DASH service and proposes a configuration method to service it. In addition, in this paper, we propose ISOBMFF encapsulation and DASH configuration method to effectively service SHVC-based V-PCC contents, and confirm them through verification experiments.

Development of Video-Detection Integration Algorithm on Vehicle Tracking (트래킹 기반 영상검지 통합 알고리즘 개발)

  • Oh, Jutaek;Min, Junyoung;Hu, Byungdo;Hwang, Bohee
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.5D
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    • pp.635-644
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    • 2009
  • Image processing technique in the outdoor environment is very sensitive, and it tends to lose a lot of accuracy when it rapidly changes by outdoor environment. Therefore, in order to calculate accurate traffic information using the traffic monitoring system, we must resolve removing shadow in transition time, Distortion by the vehicle headlights at night, noise of rain, snow, and fog, and occlusion. In the research, we developed a system to calibrate the amount of traffic, speed, and time occupancy by using image processing technique in a variety of outdoor environments change. This system were tested under outdoor environments at the Gonjiam test site, which is managed by Korea Institute of Construction Technology (www.kict.re.kr) for testing performance. We evaluated the performance of traffic information, volume counts, speed, and occupancy time, with 4 lanes (2 lanes are upstream and the rests are downstream) from the 16th to 18th December, 2008. The evaluation method performed as based on the standard data is a radar detection compared to calculated data using image processing technique. The System evaluation results showed that the amount of traffic, speed, and time occupancy in period (day, night, sunrise, sunset) are approximately 92-97% accuracy when these data compared to the standard data.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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