• Title/Summary/Keyword: Cinema Line System

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A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

Material Handling System Improvement Analysis Applying Simulation Technique (시뮬레이션 기법(技法)을 이용한 물류(物流) 시스템 개선(改善)에 관한 연구(硏究))

  • Shin, Hyeon-Pio;Park, Sung-Yeon;Lee, Hwa-Ki
    • IE interfaces
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    • v.5 no.1
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    • pp.35-46
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    • 1992
  • This paper deals with analysis of material handling system efficiency of a heat-exchanger manufacturing line. This line is a typical flow shop type assembly line which consists of 10 steps of assembly stations. Each station have one or two workers who assemble and move components for the job, and no special transporters for component's movement. Therfore, all the workers are involoved in unnecessary moving activities which decrease overall production efficiencies of the line. To improve productivities, production outputs and worker's job performances for this assembly line, the several alternatives are considered such as installing new conveyor lines and automatic guided vehicle(AGV) system. Analyzing economic feasibilities and responses of the system alternatives, an experimental simulation model is built suing SIMAN Ver. 3. 5 simulation language with CINEMA package for animation of the process flow. Through this animation process a vivid picturial analysis could performed on the process flow.

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Real-time Implementation and Application of Pointing Region Estimation System using 3D Geometric Information in Real World (실세계 3차원 기하학 정보를 이용한 실시간 지시영역 추정 시스템의 구현 및 응용)

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Kim, Jin-Tae;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.29-36
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    • 2008
  • In this paper we propose a real-time method to estimate a pointing region from two camera images. In general, a pointing target exists in the face direction when a human points to something. Therefore, we regard the direction of pointing as the straight line that connects the face position with the fingertip position. First, the method extracts two points in the face and the fingertips region by using detecting the skin color of human being. And we used the 3D geometric information to obtain a pointing detection and its region. In order to evaluate the performance, we have build up an ICIGS(Interactive Cinema Information Guiding System) with two camera and a beam project.

Revitalization and Present Status of China's Film Industry (중국 영화산업의 현황과 활성화방안)

  • Jin, YanJun;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.420-435
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    • 2013
  • Film industry is a high value-added industries, and boosts the self-esteem of the people, as a measure of a country's culture, the country's strategic industries. However, China's film industry, making elevated by an exclusive screening sector consists unprofessional experiencing difficulties, such as investment, high taxes, and entrance fees, disparities between urban and rural development, piracy. To solve these problems, this study used the literature research methods, including books, papers related to domestic research. The results shows that china's film industry need to reform the production, distribution, screenings and build a plan such as the reasonable admission fee, movie-related professional manpower, additional market activation, and the balanced development of the theatre chain, the expansion of the global market space.

Design and Implementation of a Real-time Region Pointing System using Arm-Pointing Gesture Interface in a 3D Environment

  • Han, Yun-Sang;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.290-293
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    • 2009
  • In this paper, we propose a method to estimate pointing region in real-world from images of cameras. In general, arm-pointing gesture encodes a direction which extends from user's fingertip to target point. In the proposed work, we assume that the pointing ray can be approximated to a straight line which passes through user's face and fingertip. Therefore, the proposed method extracts two end points for the estimation of pointing direction; one from the user's face and another from the user's fingertip region. Then, the pointing direction and its target region are estimated based on the 2D-3D projective mapping between camera images and real-world scene. In order to demonstrate an application of the proposed method, we constructed an ICGS (interactive cinema guiding system) which employs two CCD cameras and a monitor. The accuracy and robustness of the proposed method are also verified on the experimental results of several real video sequences.

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