• Title/Summary/Keyword: Audio-Visual Information

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The Influence of Topic Exploration and Topic Relevance On Amplitudes of Endogenous ERP Components in Real-Time Video Watching (실시간 동영상 시청시 주제탐색조건과 주제관련성이 내재적 유발전위 활성에 미치는 영향)

  • Kim, Yong Ho;Kim, Hyun Hee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.874-886
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    • 2019
  • To delve into the semantic gap problem of the automatic video summarization, we focused on an endogenous ERP responses at around 400ms and 600ms after the on-set of audio-visual stimulus. Our experiment included two factors: the topic exploration of experimental conditions (Topic Given vs. Topic Exploring) as a between-subject factor and the topic relevance of the shots (Topic-Relevant vs. Topic-Irrelevant) as a within-subject factor. For the Topic Given condition of 22 subjects, 6 short historical documentaries were shown with their video titles and written summaries, while in the Topic Exploring condition of 25 subjects, they were asked instead to explore topics of the same videos with no given information. EEG data were gathered while they were watching videos in real time. It was hypothesized that the cognitive activities to explore topics of videos while watching individual shots increase the amplitude of endogenous ERP at around 600 ms after the onset of topic relevant shots. The amplitude of endogenous ERP at around 400ms after the onset of topic-irrelevant shots was hypothesized to be lower in the Topic Given condition than that in the Topic Exploring condition. The repeated measure MANOVA test revealed that two hypotheses were acceptable.

CNN-based Visual/Auditory Feature Fusion Method with Frame Selection for Classifying Video Events

  • Choe, Giseok;Lee, Seungbin;Nang, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1689-1701
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    • 2019
  • In recent years, personal videos have been shared online due to the popular uses of portable devices, such as smartphones and action cameras. A recent report predicted that 80% of the Internet traffic will be video content by the year 2021. Several studies have been conducted on the detection of main video events to manage a large scale of videos. These studies show fairly good performance in certain genres. However, the methods used in previous studies have difficulty in detecting events of personal video. This is because the characteristics and genres of personal videos vary widely. In a research, we found that adding a dataset with the right perspective in the study improved performance. It has also been shown that performance improves depending on how you extract keyframes from the video. we selected frame segments that can represent video considering the characteristics of this personal video. In each frame segment, object, location, food and audio features were extracted, and representative vectors were generated through a CNN-based recurrent model and a fusion module. The proposed method showed mAP 78.4% performance through experiments using LSVC data.

The Effect of Preparatory Information on the State Anxiety Depending on Coping Styles of Patients Undergoing Cardiac Catheterization (예비감각정보가 심도자 검사환자의 대응양상에 따라 상태불안에 미치는 영향)

  • 김조자;김기연
    • Journal of Korean Academy of Nursing
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    • v.27 no.3
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    • pp.648-659
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    • 1997
  • The purpose of this study was to study what effect providing the patient with preparatory concrete information had on the state anxiety depending on coping styles of patients undergoing cardiac catheterization. State Anxiety scores for 32 patients who had cardiac catheterization were examined after information was provided about the test using an audio tape. The state anxiety of patients who had a high trait anxiety level was compared to that of those who had a low trait anxiety level. The state anxiety of those who had a monitor type were compared to those of patients who had blunter type. The Trait and State Anxiety Scale of Spielberger, Miller's Behavioral Style Scale, and Krantz's Health Opinion Survey and Visual Analog Scale (Ⅰ, Ⅱ) were used. Findings were as follows : 1. Among the demographic characteristics, gender difference of the patients was significantly different for the trait anxiety level. Female patients had higher trait anxiety level than male patients. 2. Analysis of state anxiety scores indicated that the mean score of the state anxiety prior to the test was higher than the mean score of the state anxiety examined after the test. The difference was statistically significant. 3. Among the patients, 14 patients (43. 7%) used monitor type, while 18 patients (56. 3%) used blunter type. The means of preference for information measured on the Krantz' subscale was 2. 45. 4. The study results indicate that the state anxiety level of those who had a low trait anxiety level was lower than that of those who had a high trait anxiety level. 5. State anxiety levels depending upon the kind of coping style which patients used during the test were not significantly different. This study did not identify the influence of preparatory concrete information on the state anxiety depending on coping styles, and there fore a quasi-experimental study using a large sample according to different types of information, and the amount of information, coping styles is recommended.

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Design and Implementation of a Real-Time Lipreading System Using PCA & HMM (PCA와 HMM을 이용한 실시간 립리딩 시스템의 설계 및 구현)

  • Lee chi-geun;Lee eun-suk;Jung sung-tae;Lee sang-seol
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1597-1609
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    • 2004
  • A lot of lipreading system has been proposed to compensate the rate of speech recognition dropped in a noisy environment. Previous lipreading systems work on some specific conditions such as artificial lighting and predefined background color. In this paper, we propose a real-time lipreading system which allows the motion of a speaker and relaxes the restriction on the condition for color and lighting. The proposed system extracts face and lip region from input video sequence captured with a common PC camera and essential visual information in real-time. It recognizes utterance words by using the visual information in real-time. It uses the hue histogram model to extract face and lip region. It uses mean shift algorithm to track the face of a moving speaker. It uses PCA(Principal Component Analysis) to extract the visual information for learning and testing. Also, it uses HMM(Hidden Markov Model) as a recognition algorithm. The experimental results show that our system could get the recognition rate of 90% in case of speaker dependent lipreading and increase the rate of speech recognition up to 40~85% according to the noise level when it is combined with audio speech recognition.

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Digital Signage with Motion Graphics (모션 그래픽스의 디지털 사이니지 적용)

  • Park, Daehyuk
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.377-383
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    • 2020
  • Digital signage is constantly being researched as new digital video platform to replace existing signage market. Traditionally, It conveys various information combining still images with text. Nowadays, it is rapidly exchanging to multi digital platform by high specificaton system, improvement of internet speed and advancement of video and audio compression technology with HTML5 technology. Not only a single wide-screen display but also the combination and adjustment of screens with setop box, OLED, media facades, and lase beam projectors are transformed into various forms to enable creative and diverse attempts for graphic designers. This study focuses on the application of motion graphics in rapidly evolving future platform - digital signage, and looking forward to help digital video content creator, researchers, and motion graphic designers.

Haptics for Human-Machine Interaction at The Johns Hopkins University

  • Okamura, Allison M.;Chang, Sung-Ouk
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2676-2681
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    • 2003
  • The Haptic Exploration Laboratory at The Johns Hopkins University is currently exploring many problems related to haptics (force and tactile information) in human-machine systems. We divide our work into two main areas: virtual environments and robot-assisted manipulation systems. Our interest in virtual environments focuses on reality-based modeling, in which measurements of the static and dynamic properties of actual objects are taken in order to produce realistic virtual environments. Thus, we must develop methods for acquiring data from real objects and populating pre-defined models. We also seek to create systems that can provide active manipulation assistance to the operator through haptic, visual, and audio cues. These systems may be teleoperated systems, which allow human users to operate in environments that would normally be inaccessible due to hazards, distance, or scale. Alternatively, cooperative manipulation systems allow a user and a robot to share a tool, allowing the user to guide or override the robot directly if necessary. Haptics in human-machine systems can have many applications, such as undersea and space operations, training for pilots and surgeons, and manufacturing. We focus much of our work on medical applications.

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A Study on typographic design Expression Technology in Game Contents (게임 콘텐츠에서 문자디자인에 관한 연구)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.199-203
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    • 2006
  • Typography's original meaning was printing by a plate or a printing type. Nowadays, Typography covers graphic design that composes types visually. Typography has an important mean because of two functions-linguistic and image building functions. Typography helps conveying information and making images. As new media appears, audio-visual factors take an important role. Therefore Typography's image building function be more important than linguistic function. This thesis will handle the relationship between typography and game contents. How typography is described through game contents and how typography's meaning are explained in game contents are topics. And typography's functions and factors on On-line game will be discussed.

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A Study on the Effective Utilization of Extra Classrooms of a School (저출산에 의한 학생수 감소에 따른 여유교실 활용방안 모색)

  • Lee, Baik- Ryul
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.6 no.2
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    • pp.53-65
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    • 2007
  • Our society is changing into the society of knowledge and information since the advent of 21st century. This may require that schooling need to have a new paradigm. Korea has already entered into the aging society with the help of various population control policies such as birth control from 1960s, and is expecting to go into the so called ultra- aging society. Elementary and middle schools have been facing the rapid decrease in the number of students since the mid-1980s, which high schools are now confronting with. The present study investigates how to effectively utilize extra classrooms at schools. The present study offers eight basic directions that may help establish the utilization planning of extra classrooms. One direction is offering an appropriate space utilization environment, another is to present a plan for having special classrooms. Others are having multi-purpose classrooms, management on the unified rooms for library and audio-visual teaching, securing facilities rooms for the school staff. And others are the planning of the diversion of living space for improving sanitation and the provision of meals, the necessity of the extension or rebuilding of school buildings for other uses according to school development schemes, the utilization planning for community residents to which each school belong.

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Speech Interactive Agent on Car Navigation System Using Embedded ASR/DSR/TTS

  • Lee, Heung-Kyu;Kwon, Oh-Il;Ko, Han-Seok
    • Speech Sciences
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    • v.11 no.2
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    • pp.181-192
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    • 2004
  • This paper presents an efficient speech interactive agent rendering smooth car navigation and Telematics services, by employing embedded automatic speech recognition (ASR), distributed speech recognition (DSR) and text-to-speech (ITS) modules, all while enabling safe driving. A speech interactive agent is essentially a conversational tool providing command and control functions to drivers such' as enabling navigation task, audio/video manipulation, and E-commerce services through natural voice/response interactions between user and interface. While the benefits of automatic speech recognition and speech synthesizer have become well known, involved hardware resources are often limited and internal communication protocols are complex to achieve real time responses. As a result, performance degradation always exists in the embedded H/W system. To implement the speech interactive agent to accommodate the demands of user commands in real time, we propose to optimize the hardware dependent architectural codes for speed-up. In particular, we propose to provide a composite solution through memory reconfiguration and efficient arithmetic operation conversion, as well as invoking an effective out-of-vocabulary rejection algorithm, all made suitable for system operation under limited resources.

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Design of Rehabilitation Program Contents using Motion Detection Sensors (동작인식센서를 이용한 재활 프로그램 콘텐츠 설계)

  • Jang, Jae-Youl;Lee, Young-Sik;Kim, Do-Moon;Lee, Tae-Hee;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.4
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    • pp.903-910
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    • 2018
  • The necessary rehabilitation training for patients with disability currently does not match the actual amount of training conducted, which requires interest in rehabilitation treatment, continued investment and infrastructure for rehabilitation contents, while the most common forms of rehabilitation treatment comprises of art, music, and play treatments. In this paper, we provide a game-style rehabilitation program including audio and visual elements through motion detection process on the patient and design a digital game rehabilitation program that allows different level of management for various categories of disabled people.