• Title/Summary/Keyword: 4D-Media

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Design of Video Processor for Multi-View 3D Display (다시점 3차원 디스플레이용 비디오 프로세서의 설계)

  • 성준호;하태현;김성식;이성주;김재석
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.452-464
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    • 2003
  • In this paper, a multi-view 3D video processor was designed and implemented with several FPGAs for real-time applications. The 3D video processor receives 2D images from cameras (up to 16 cameras) and converts then to 3D video format for space-multiplexed 3D display. It can cope with various arrangements of 3D camera systems (or pixel arrays) and resolutions of 3D display. Tn order to verify the functions of 3D video Processor. some evaluation-board were made with five FPGAs.

Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player - (비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 -)

  • Ko, Kyu-Heun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.29-42
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    • 2004
  • With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.

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Motion Vector Predictor selection method for multi-view video coding (다시점 비디오 부호화를 위한 움직임벡터 예측값 선택 방법)

  • Choi, Won-Jun;Suh, Doug-Young;Kim, Kyu-Heon;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.12 no.6
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    • pp.565-573
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    • 2007
  • In this paper, we propose a method to select motion vector predictor by considering prediction structure of a multi view content for coding efficiency of multi view coding which is being standardized in JVT. Motion vector of a different tendency is happened while carrying out temporal and view reference prediction of multi-view video coding. Also, due to the phenomena of motion vectors being searched in both temporal and view order, the motion vectors do not agree with each other resulting a decline in coding efficiency. This paper is about how the motion vector predictor are selected with information of prediction structure. By using the proposed method, a compression ratio of the proposed method in multi-view video coding is increased, and finally $0.03{\sim}0.1$ dB PSNR(Peak Signal-to-Noise Ratio) improvement was obtained compared with the case of JMVM 3.6 method.

Voting-based Intra Mode Bit Skip Using Pixel Information in Neighbor Blocks (이웃한 블록 내 화소 정보를 이용한 투표 결정 기반의 인트라 예측 모드 부호화 생략 방법)

  • Kim, Ji-Eon;Cho, Hye-Jeong;Jeong, Se-Yoon;Lee, Jin-Ho;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.498-512
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    • 2010
  • Intra coding is an indispensable coding tool since it can provide random accessibility as well as error resiliency. However, it is the problem that intra coding has relatively low coding efficiency compared with inter coding in the area of video coding. Even though H.264/AVC has significantly improved the intra coding performance compared with previous video standards, H.264/AVC encoder complexity is significantly increased, which is not suitable for low bit rate interactive services. In this paper, a Voting-based Intra Mode Bit Skip (V-IMBS) scheme is proposed to improve coding efficiency as well as to reduce encoding time complexity using decoder-side prediction. In case that the decoder can determine the same prediction mode as what is chosen by the encoder, the encoder does not send that intra prediction mode; otherwise, the conventional H.264/AVC intra coding is performed. Simulation results reveal a performance increase up to 4.44% overall rate savings and 0.24 dB in peak signal-to-noise ratio while the frame encoding speed of proposed method is about 42.8% better than that of H.264/AVC.

Callus formation and multiple shoot induction of Hovenia dulcis Thunb. (헛개나무의 캘러스 형성 및 multiple shoot 유기)

  • Eom, Seung-Hee;Kang, Won-Hee;Shin, Dong-Yong;Heo, Kwon;Choi, Won-Cheol;Lee, Hyeon-Yong;Yu, Chang-Yeon
    • Korean Journal of Plant Resources
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    • v.15 no.3
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    • pp.237-242
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    • 2002
  • Loaves, stems, cotyledons, and roots of Hovenia dulcis Thunb grown in test tube were cultured on media containing different concentrations of single or combined growth regulators. In MS media containing 2mg/ι BA, the shoot formation rate was 95.5% and it was the highest frequency of shoot formation. MS media showed most efficiency in the shoot formation at 0.01mg/ι TDZ for the callus formation, but the color of callus changed to brown at a higher concentration of TDZ. Callus formation was 89.% at 0.5mg/ 2.4-D, but IAA, IBA, and NAA were not effective on the formation of callus. Calli were formed only on wound area when IAA, IBA, and NAA were added into MS media. Combined growth regulators (BA + auxin) were more effective in roots and nodes than leaves and cotyledons on the formation of shoot. More than 97% of shoot formation was obtained on MS media containing BA and auxin. For the production of multiple shoot, nodes of Hovenia dulcis were used and effect of growth regulators on the formation of multiple shoot was evaluated on MS media. Highest shoots (5.3) of Hovenia dulcis were induced on MS media supplied with 0.1mg/ι BA and 0.1mg/ι NAA, and an average of 6.4 shoots per explant were obtained in 1/2 MS media containing same concentration and growth regulators. An average of 7 shoots per explant after 4 weeks of culture from nodes of Hovenia dulcis was produced on a woody plant medium(WPM) containing 0.1mg/ι BA and 0.1mg/ι NAA. Shoot length was 6.0 cm in average.

A Novel Selective Frame Discard Method for 3D Video over IP Networks

  • Chung, Young-Uk
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.6
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    • pp.1209-1221
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    • 2010
  • Three dimensional (3D) video is expected to be an important application for broadcast and IP streaming services. One of the main limitations for the transmission of 3D video over IP networks is network bandwidth mismatch due to the large size of 3D data, which causes fatal decoding errors and mosaic-like damage. This paper presents a novel selective frame discard method to address the problem. The main idea of the proposed method is the symmetrical discard of the two dimensional (2D) video frame and the depth map frame. Also, the frames to be discarded are selected after additional consideration of the playback deadline, the network bandwidth, and the inter-frame dependency relationship within a group of pictures (GOP). It enables the efficient utilization of the network bandwidth and high quality 3D IPTV service. The simulation results demonstrate that the proposed method enhances the media quality of 3D video streaming even in the case of bad network conditions.

A study on the projection and interaction methods onto the cylindrical surface (원통형 곡면상으로의 투영과 상호작용 기법에 관한 연구)

  • Sung, Bo-Kyung;Lee, Ah-Reum;Choi, Eun-Jung;Kang, Eun-Young;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1319-1324
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    • 2006
  • 최근 다양한 분야(건축, 디자인, 영화관)에서 활용되는 디스플레이 기술들은 대체로 평면에 투영하는 프로젝션 기술을 사용하고 있다. 예외적으로 평면이 아닌 곡면에 투영하는 경우도 있었으나, 기술적인 제약으로 왜곡된 영상을 보정하여 사용하는 경우는 드문 상태이다. 그리고 상호작용의 경우는 기계적 장치에 의존한 초보적 형태가 주류를 이루고 있다. 본 논문에서는 프로젝션 기술 중에서 원통형 곡면상으로의 투영 기법과 모션인식을 반영한 상호작용 기법에 대해서 논하고자 한다. 3D 영상을 곡면에 왜곡 없이 투영하기 위하여, 본 논문에서는 '2-pass 렌더링' 기법을 이용하였다. 이 기법에서는 현재 렌더링 된 영상을 텍스쳐로 저장한 다음 원통형 물체에 매핑시켜 곡면에 적합한 영상으로 보정한다. 그리고 기계적 장치에 의존하지 않는 상호작용을 위해, 카메라를 통하여 실시간으로 사용자 정보(위치, 방향 값)를 입력 받아 원통형 스크린과 매칭되는 좌표 값을 계산한다. 위와 같은 기법들을 구현하기 위한 실험으로 미디어 아트 작품을 제작하였으며, 투영과 상호작용에 관한 알고리즘을 작품에 적용하였다. 이 작품은 하나의 프로젝터를 사용하여 1/4 원통형 곡면으로의 투영과 상호작용을 수행하였다. 본 연구의 결과는 미디어 아트 작품의 프로젝션 모듈로 사용 될 수 있으며, 공연장 건축, 실내디자인, 체감형 인터랙티브 게임, 가상현실 영화관 등 다양한 분야에 적용 될 수 있다.

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A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

Manure Based Duckweed Production in Shallow Sink : Effect of Nutrient Loading Frequency on the Production Performance of Lemna purpusilla

  • Sultana, N.;Chowdhury, S.A.;Huque, K.S.;Huque, Q.M.E.
    • Asian-Australasian Journal of Animal Sciences
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    • v.13 no.7
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    • pp.1010-1016
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    • 2000
  • Effect on the bio-mass and nutrient yield of Lemna perpusilla Torry was studied at two nutrient loading frequencies. Six polythene sinks ($6{\times}2{\times}0.5m^{3}$ area) randomly allocated to two treatments having three sinks in each treatment. Each sink containing $6{\times}2{\times}0.35m^{3}$ water body, was changed either daily with 12.6 kg anaerobically fermented cattle manure (effluent) or with 76 kg efluent at six-day interval. Media Kjeldhal-N (40 vs. 36 mg/L; p>0.05) and $NH_3$-N (9 vs 7 mg/L; p<0.05) concentration were higher in daily charged sinks than those charged at six-day interval. However, temperature ($28.48{^{\circ}C}\;vs.\;28.60{^{\circ}C}$) and pH (6.82 vs. 6.84) were sinilar in both groups of sinks. Biomass (93 vs. $80g/m^{2}/d$) and crude protein (1.24 vs. $1.11g/m^{2}/d$) yield were non-significantly (p>0.05) higher in the daily charged than 6-d interval charged ponds. However, dry matter (4.52 vs. 4.15%), organic matter (83 vs. 84%), crude protein (31.4 va. 29.6%) and organic carbon (47 vs. 47%) content were similar in both daily and 6-d interval charged ponds. There were no apparent relationships between the crude protein content of Lemna and the media Kjeldhal-N or $NH_3$-N concentration apparently due to saturated level of nutrient (N in particular). It was concluded that with the level of effluent used for two treatments, nutrient-loading frequency had no significant effect on the biomass and protein yield of Lemna. Technique described here can be used for year-round duckweed production from fermented cattle manure for feeding poultry/fish in smallholder production system.

Factors Affecting Callus Culture and Plant Regeneration in Kentucky Bluegrass (켄터키 블루그래스에 있어서 캘러스 배양 및 식물체 재분화에 미치는 요인의 영향)

  • Lee, K.W.;Lee, S.H.;Lee, D.G.;Woo, H.S.;Kim, D.H.;Choi, M.S.;Won, S.H.;Seo, S.;Lee, B.H.
    • Journal of Animal Science and Technology
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    • v.47 no.6
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    • pp.1067-1074
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    • 2005
  • In order to optimize tissue culture conditions of Kentucky bluegrass(Poa pratensis L.), effects of culture medium supplements, media and cultivars on embryogenic callus induction and regeneration of plants were investigated. MS medium containing 3mg/L 2,4-D and 0.1mg/L BA was optimal for embryogenic callus induction from mature seeds. The highest plant regeneration frequency(57.7%) was observed when the embryogenic calli were cultured on N6 medium supplemented with 1mg/L 2,4-D and 3mg/L BA. Among several basic media, MS and N6 medium were optimal for callus induction and plant regeneration, respectively. Genotype was an important factor in plant regenerability. ‘Newport’ showed to have higher regeneration frequency of 53.4%. Regenerated plants were grown normally when shoots transplanted to the soil. A short tissue culture period and high-frequency regeneration system would be beneficial for molecular breeding of Kentucky bluegrass through genetic transformation.