• Title/Summary/Keyword: Broadcasting Graphics

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Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.53-62
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    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

Usage Environment Description Scheme for Adaptation of Graphics Contents (그래픽스 컨텐츠 적응을 위한 사용자 환경 기술 체계)

  • Kim, Hae-Kwang;Lee, Nam-Yeol;Jeho Nam
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1403-1406
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    • 2003
  • This paper presents a user preference description for graphics contents that is developed in the process of the MPEG-21 DIA(Digital Item Adaptation) standard. The description scheme in this paper is proposed by the authors and adopted in the current AM (Adaptation Model) document of the MPEG-21 DIA. The goal of MPEG-21 standard is providing a multimedia framework that Provides augmented and transparent use of digital contents across various networks and terminals fur the life cycle of digital contents. DI (Digital Item) is a standardized basic unit of digital contents for transaction in the scope of MPEG-21. DIA contains both media resources and metadata including rights information.

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A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

MPEG G-PCC 국제표준 기술

  • Byeon, Ju-Hyeong;Choe, Han-Sol;Sim, Dong-Gyu
    • Broadcasting and Media Magazine
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    • v.26 no.2
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    • pp.31-45
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    • 2021
  • 본 고는 ISO/IEC JTC 1/SC 29/WG 7 MPEG(Moving Picture Experts Group) 3DG(3D Graphics coding) 그룹에서 진행되고 있는 포인트 클라우드 데이터 압축 표준 기술 중 하나인 G-PCC(Geometry-based Point Cloud Compression) 표준에 대하여 설명하고자 한다. G-PCC는 포인트 클라우드의 기하 정보와 속성 정보를 3차원 공간에서 서로 다른 기술을 이용하여 압축하는 표준으로, 무손실 압축 방법의 경우 10:1의 압축율을 제공하고 손실 압축의 경우 35:1 정도의 압축율을 보인다. 본 고에서는 G-PCC의 기하 정보와 속성 정보의 압축 방법을 상세히 설명하고 같은 기능을 수행하는 압축 기술 간의 성능을 비교하고자 한다.

Surface Parameterization Based on Circular Centering Property

  • Kim, Hyoungseok
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.54-59
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    • 2019
  • The parametrization of the surface plays an important role in the 3D computer graphics and computer vision. Especially, it is essential in 3D mesh editing that manipulates the position of 3D objects on a computer monitor. Because computer monitors are two-dimensional, while vertices of objects that actually want to change are in a three-dimensional virtual space. In this study, we propose a new type of parametrization method that takes advantage of the special properties of circles that are common to local parameterization. Experimental results show that our parameterization method is more efficient in terms of time and space than the standard parameterization method that was designed by Floater et al.

Performance Comparison of Parallel Programming Frameworks in Digital Image Transformation

  • Shin, Woochang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.1-7
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    • 2019
  • Previously, parallel computing was mainly used in areas requiring high computing performance, but nowadays, multicore CPUs and GPUs have become widespread, and parallel programming advantages can be obtained even in a PC environment. Various parallel programming frameworks using multicore CPUs such as OpenMP and PPL have been announced. Nvidia and AMD have developed parallel programming platforms and APIs for program developers to take advantage of multicore GPUs on their graphics cards. In this paper, we develop digital image transformation programs that runs on each of the major parallel programming frameworks, and measure the execution time. We analyze the characteristics of each framework through the execution time comparison. Also a constant K indicating the ratio of program execution time between different parallel computing environments is presented. Using this, it is possible to predict rough execution time without implementing a parallel program.

Comparative Analysis of 3D Tools Suitable for the Rotoscoping Cell Animation Production Process

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.113-120
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    • 2024
  • Recently, case presentations using AI functions such as ChatGPT are increasing in many industrial fields. As AI-based results emerge even in the areas of images and videos, traditional animation production tools are in need of significant changes. Unreal Engine is the tool that adapts most quickly to these changes, proposing a new animation production workflow by integrating tools such as Metahuman and Marvelous Designer. Working with realistic metahumans allows for the production of realistic and natural movements, such as those captured through motion capture data. Implementing this approach presents many challenges for production tools that adhere to traditional methods. In this study, we investigated the differences between the cell animation workflow and the computer graphics animation production workflow. We compared and analyzed whether these differences could be reduced by creating sample movements using character rigs in Maya and Cascadeur tools. Our results showed that a similar cell animation workflow could be constructed using the Cascadeur tool. To improve the accuracy of our conclusions, we created large, action-packed short animations to demonstrate and validate our findings.

The Impact of Audiovisual Elements on Learning Outcomes - Focusing on MOOC -

  • Li Meng;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.98-112
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    • 2024
  • As digital education progresses, MOOC (Massive Open Online Courses) are increasingly utilized by learners, making research on MOOC learning outcomes a necessary endeavor. In this study, we systematically investigated the impact of audiovisual elements on learning outcomes in MOOC, highlighting the nuanced role these components play in enhancing educational effectiveness. Through a comprehensive survey and rigorous analysis involving descriptive statistics, reliability metrics, and regression techniques, we quantified the influence of text, graphics, color, teacher images, sound effects, background music, and teacher's voice on learner attention, cognitive load, and satisfaction. We discovered that background music and text layout significantly improve engagement and reduce cognitive burden, underscoring their pivotal role in the instructional design of MOOC. We findings contribute new insights to the field of digital education, emphasizing the critical importance of integrating audiovisual elements thoughtfully to foster better learning environments and outcomes. Not only advances academic understanding of multimedia learning impacts but also offers practical guidance for educators and course designers seeking to enhance the efficacy of MOOC.

The Development of Terrestrial DMB System for Video Associated Data Services (비디오 부가데이터 서비스를 위한 지상파 DMB 시스템 개발)

  • Kim, Hyun-Soon;Kyung, Il-Soo;Kim, Sang-Hun;Kim, Man-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.541-553
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    • 2006
  • Since DMB on-air was started, not high-qualified audio, video services but various service models have been required. This paper is about systems for one of these services, video associated data service. A terrestrial DMB system to make contents of video associated data services and transmit them on DMB channel is proposed in this paper. This system satisfies standard of the video associated data services for terrestrial DMB; MPEG-4 BIFS (BInary Format for Scene) Core2D scene description profile and graphics profile. This system is designed to support two major features of broadcasting, real-time authoring non automatic transmission and non real-time authoring automatic transmission, and focuses on the abilities to make high-qualified contents efficiently and transmit them to video encoder reliably. This system proved its performance through conformance tests with various receivers, so can be used in future on-air.

A Study of Changes in Production by Domestic Broadcasters Using Virtual Studio

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.117-123
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    • 2011
  • This paper is for investigation and analysis of how a visual studio is widely used by domestic broadcasting companies and broadcasting companies' production environment. The history of a visual studio goes back to start of computer graphic. A visual studio is a way to produce a program using graphic sets created by a computer rather than actual setting, and it allows to express beyond limitations of actual studio settings and various imagery visual effects can be created by a computer. A visual studio can create 3-dimensional graphic and these graphics can be inter-locked with actual camera images to make visual spaces for various programs. These flows are aiming to achieve very natural image which is hard to distinguish it is artificially created rather than just to produce programs with simple image synthesis, and this paper analyzes the producing changes of domestic broadcasting visual studios as well as its usage and suggests the idealist direction for developing the production.