• Title/Summary/Keyword: 2D Video

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Characterizing Geomorphological Properties of Western Pacific Seamounts for Cobalt-rich Ferromanganese Crust Resource Assessment (서태평양 해저산의 망간각 자원평가를 위한 해저지형 특성 분석)

  • Joo, Jongmin;Kim, Jonguk;Ko, Youngtak;Kim, Seung-Sep;Son, Juwon;Pak, Sang Joon;Ham, Dong-Jin;Son, Seung Kyu
    • Economic and Environmental Geology
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    • v.49 no.2
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    • pp.121-134
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    • 2016
  • We characterize the spatial distribution of Cobalt-rich ferromanganese crusts covering the summit and slopes of a seamount in the western Pacific, using acoustic backscatter from multibeam echo sounders (MBES) and seafloor video observation. Based on multibeam bathymetric data, we identify that ~70% of the summit area of this flattopped seamount has slope gradients less than $5^{\circ}$. The histogram of the backscatter intensity data shows a bi-modal distribution, indicating significant variations in seabed hardness. On the one hand, visual inspection of the seafloor using deep-sea camera data exhibits that the steep slope areas with high backscatter are mainly covered by manganese crusts. On the other hand, the visual analyses for the summit reveal that the summit areas with relatively low backscatter are covered by sediments. The other summit areas, however, exhibit high acoustic reflectivity due to coexistence of manganese crusts and sediments. Comparison between seafloor video images and acoustic backscatter intensity suggests that the central summit has relatively flat topography and low backscatter intensity resulting from unconsolidated sediments. In addition, the rim of the summit and the slopes are of high acoustic reflectivity because of manganese crusts and/or bedrock outcrops with little sediments. Therefore, we find a strong correlation between the acoustic backscatter data acquired from sea-surface multibeam survey and the spatial distribution of sediments and manganese crusts. We propose that analyzing acoustic backscatter can be one of practical methods to select optimal minable areas of the ferromanganese crusts from seamounts for future mining.

An Automated Approach to Determining System's Problem based on Self-healing (자가치유 기법을 기반한 시스템 문제결정 자동화 방법론)

  • Park, Jeong-Min;Jung, Jin-Soo;Lee, Eun-Seok
    • The KIPS Transactions:PartD
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    • v.15D no.2
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    • pp.271-284
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    • 2008
  • Self-healing is an approach to evaluating constraints defined in target system and to applying an appropriate strategy when violating he constrains. Today, the computing environment is very complex, so researches that endow a system with the self-healing's ability that recognizes problem arising in a target system are being an important issues. However, most of the existing researches are that self-healing developers need much effort and time to analyze and model constraints. Thus, this paper proposes an automated approach to determine problem arising in external and internal system environment. The approach proposes: 1) Specifying the target system through the models created in design phase of target system. 2) Automatically creating constraints for external and internal system environment, by using the specified contents. 3) Deriving a dependency model of a component based on the created internal state rule. 4) Translating the constraints and dependency model into code evaluating behaviors of the target system, and determinating problem level. 5) Monitoring an internal and external status of system based on the level of problem determination, and applying self-healing strategy when detecting abnormal state caused in the target system. Through these, we can reduce the efforts of self-healing developers to analyze target system, and heal rapidly not only abnormal behavior of target system regarding external and internal problem, but also failure such as system break down into normal state. To evaluate the proposed approach, through video conference system, we verify an effectiveness of our approach by comparing proposed approach's self-healing activities with those of the existing approach.

Kinematic Characteristics of the Thrower's COM and the Shot in Shot Put : The Woman Record Holder of Korea (포환던지기 동작 시 포환과 신체 무게중심의 운동학적 특성 : 한국 여자 기록보유자를 대상으로)

  • Lee, Dong-Jin;Cho, Byung-Jun;Lee, Myung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5148-5154
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    • 2012
  • The purpose of this study was to analyze the kinematic characteristics of the thrower's center of mass (COM) and the shot that her performance hits record high for the 29th National Athletic Competition. Two S-VHS video cameras were used to visualize. The Direct Linear Transformation technique was employed to paint a clear picture in the three dimensional coordination. Kwon3D was used to analyze the data. The results showed that release velocity and height were 13.73 m/s and 198.6 cm(119% by height ratio), respectively, which is considered as peak performance comparing an extensive review of previous literature on the shot put. Release angle was $34^{\circ}$, which is lower than the previous studies. The path of thrower's center of mass is needed to travel in a release direction during the flight phase. The vertical movement of the thrower's center of mass during the driving should be controlled. At release, the perfact timing is required without vertical and horizontal movements of the thrower's center of mass.

Loss Information Estimation and Image Resolution Enhancement Technique using Low (하위 레벨 보간을 이용한 손실 정보 추정과 영상 해상도 향상 기법)

  • Kim, Won-Hee;Kim, Jong-Nam
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.18-26
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    • 2009
  • Image resolution enhancement algorithm is a basic technique for image enlargement and restoration. The main problem is the image quality degradation such as blurring or blocking effects. In this paper, we propose loss information estimation and image resolution enhancement method using low level interpolation method. In the proposed method, loss information is computed by downsampling -interpolation process of obtained low resolution image. We estimate loss information of high resolution image using interpolation of the computed loss information. Lastly, we add up interpolated high resolution image and the estimated loss information which is applied a weight factor. Our experiments obtained the average PSNR 1.4dB which is improved results better than conventional algorithm. Also subjective image quality is more clearness and distinctness. The proposed method may be helpful for various video applications which required improvement of image.

VLSI Implementation of Low-Power Motion Estimation Using Reduced Memory Accesses and Computations (메모리 호출과 연산횟수 감소기법을 이용한 저전력 움직임추정 VLSI 구현)

  • Moon, Ji-Kyung;Kim, Nam-Sub;Kim, Jin-Sang;Cho, Won-Kyung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.5A
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    • pp.503-509
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    • 2007
  • Low-power motion estimation is required for video coding in portable information devices. In this paper, we propose a low-power motion estimation algorithm and 1-D systolic may VLSI architecture using full search block matching algorithm (FSBMA). Main power dissipation sources of FSBMA are complex computations and frequent memory accesses for data in the search area. In the proposed algorithm, memory accesses and computations are reduced by using 1D PE (processing array) array architecture performing motion estimation of two neighboring blocks in parallel and by skipping unnecessary computations during motion estimation. The VLSI implementation results of the algorithm show that the proposed VLSI architecture can save 9.3% power dissipation and can operate two times faster than an existing low-power motion estimator.

A Parallel Hardware Architecture for H.264/AVC Deblocking Filter (H.264/AVC를 위한 블록현상 제거필터의 병렬 하드웨어 구조)

  • Jeong, Yong-Jin;Kim, Hyun-Jip
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.10 s.352
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    • pp.45-53
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    • 2006
  • In this paper, we proposed a parallel hardware architecture for deblocking filter in K264/AVC. The deblocking filter has high efficiency in H.264/AVC, but it also has high computational complexity. For real time video processing, we chose a two 1-D parallel filter architecture, and tried to reduce memory access using dual-port SRAM. The proposed architecture has been described in Verilog-HDL and synthesized on Hynix 0.25um CMOS Cell Library using Synopsys Design Compiler. The hardware size was about 27.3K logic gates (without On-chip Memory) and the maximum operating frequency was 100Mhz. It consumes 258 clocks to process one macroblock, witch means it can process 47.8 HD1080P(1920pixel* 1080pixel) frames per second. It seems that it can be used for real time H.264/AVC encoding and decoding of various multimedia applications.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

The Effect of the Project Theme 'Environment' on Personalized Environment of Elementary School Students (환경 프로젝트 학습활동이 초등학생의 자기환경화에 미치는 효과)

  • Kwak, Hong-Tak;Lee, Ok-Hee
    • Hwankyungkyoyuk
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    • v.18 no.3 s.28
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    • pp.45-58
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    • 2005
  • The Purpose of this study is to help children practice environmentally friendliness by promoting Personalized Environment. Therefore, implemented the project 'Environment' that included natural and social environment in the area that had high potential energy for environmental education, it was explored how the project affects the personalized environment of students. The project 'Environment' was implemented, usually focused on field trips. 35 study subjects were selected from 2 classes in D elementary school in D city The study was conducted from march 2004 to November 2004. Research material was collected from participant observation, in-depth interview, products from teaching-learning process, diary, and video record Ethnographic research was used. Study data were analyzed 3 times. 1st analysis was needed to collect data related to students' senses of and interests in environment, and to shape the framework related to the theme. End analysis was used to categorize the main factors such as knowledge understanding, function, value attitude, action, which all affect the personalized environment of students. In 3rd analysis, it was examined what affected the personalized environment of children and the related factors were logically, objectively inferred and analyzed. The results of the study were as follows: First, the project 'Environment' developed children's knowledge and understanding about environment. Second, the children formed proper values and attitudes towards environment. Third, the children came to develop their learning abilities on environment. Fourth, the children came to have environmentally friendliness in everyday lives. Consequently, the project 'Environment' helped children to have Personalized Environment.

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Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.503-508
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    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

Spatio-Temporal Video De-interlacing Algorithm Based on MAP Estimation (MAP 예측기 기반의 시공간 동영상 순차주사화 알고리즘)

  • Lee, Ho-Taek;Song, Byung-Cheol
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.2
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    • pp.69-75
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    • 2012
  • This paper presents a novel de-interlacing algorithm that can make up motion compensation errors by using maximum a posteriori (MAP) estimator. First, a proper registration is performed between a current field and its adjacent fields, and the progressive frame corresponding to the current field is found via MAP estimator based on the computed registration information. Here, in order to obtain a stable solution, well-known bilateral total variation (BTV)-based regularization is employed. Next, so-called feathering artifacts are detected on a block basis effectively. So, edge-directional interpolation is applied to the pixels where feathering artifact may happen, instead of the above-mentioned temporal de-interlacing. Experimental results show that the PSNR of the proposed algorithm is on average 4dB higher than that of previous studies and provides the better subjective quality than the previous works.