• Title/Summary/Keyword: Cinema broadcast

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Inverse Telecine by Using Frequency Analysis (주파수 분석을 통한 인버스 텔레시네 기법)

  • 구형일;조남익;이종원
    • Journal of Broadcast Engineering
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    • v.8 no.3
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    • pp.306-316
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    • 2003
  • When a cinema being composed of 24 frames/sec is converted to NTSC video or TV program, several fields we repeated to have 60 fields/sec, which is called the telecine or 3:2 pull-down. Hence, when encoding the telecine NTSC video into MPEG format, if we convert it into the original 24 frames/sec Progressive cinema, then we can save 20% of bits compared to the case of encoding all the 60 fields. In this Paper, we propose an algorithm for performing the inverse telecine by using the properties of the frames. Specifically, the algorithm exploits the fact that there Is much Inconsistency between the even and odd fields in the case of telecine frame, which results in high magnitude at the Nyquist frequency In the vertical direction. The experiment shows that the proposed algorithm performs very well regardless of the quality of video with a very few computations, whereas the conventional motion based method requires much computational complexity and its performance is degraded when the video is of low (eg. VHS) quality.

Optimum Compression of Digital Cinema by Comparing H.264/AVC and JPEG-2000 (디지털 시네마 영상의 최적 압축을 위한 H.264/AVC와 JPEG-2000 비교 연구)

  • Kim, Chul-Hyun;Knag, Nam-Oh;Kim, Yong-Hwan;Jung, Soo-Yeun;Lim, Sang-Hee;Paik, Joon-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.101-109
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    • 2006
  • 현재 디지털 시네마의 압축 표준으로는 DCI(Digital Cinema Initiatives)에 의해 정지 영상 압축의 국제 표준인 JPEG-2000이 선정되어 있다. 하지만 영상 압축에 있어 또 하나의 국제 표준인 H.264/AVC는 현재까지 동영상 압축에 있어 과거 어떤 동영상 압축 코덱보다 큰 효율을 달성해왔다. 본 논문에서는 이 두 가지 압축 방법을 사용하여 디지털 시네마 압축에서 요구하는 시각적 무손실 압축을 연구하였다. 즉 실험 영상에 다양한 파라메터 값으로 JPEG-2000과 H.264/AVC 압축을 수행 하였고 산출된 결과를 시각적 무손실 압축의 환경 조건하에서 제시하였다. JPEG-2000의 경우 RATE 0.02, 0.03 이전의 PSNR 변화 값이 낮은 편이었으며, DCI 규격에도 만족시키는 결과를 보여주었다. H.264의 경우 압축 성능에 있어서 JPEG-2000보다 다소 우월한 결과를 보여주었다. 계층적 코딩을 통해 매체간 높은 호환성을 보장하는 H.264/AVC의 장점은 디지털 시네마의 배포에 적용 가능함을 함께 고려할 때 JPEG-2000과 함께 디지털 시네마를 위한 압축 표준으로 고려해 볼 만 하다.

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Digital shortshort Moving-Image for DMB (DMB 전용 콘텐츠로서의 디지털 초단편 영상)

  • Bae, Sang-Joon
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.401-413
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    • 2007
  • The birth of a new mobile medium of communication In 2005, the DMB (Digital Multimedia Broadcasting), was celebrated for the mobile and asynchronous personal medium. But now, the most film- & video-channels of this epoch-making medium of communication combine with the rebroadcasting of long play film for cinema oder TV series. The purpose of this study is thus to point out the disharmony between new mobile medium and the old, recycled contents and to propose as an alternative content the digital shortshort moving images.

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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Residual Signal Transform for Digital Cinema Sequences Lossless Coding (디지털 시네마 영상 무손실 부호화를 위한 전차신호 변환)

  • Han, Ki-Hun;Lee, Yung-Lyul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.73-76
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    • 2006
  • H.264는 MPEG-2, MPEG-4 Part 2, H.263 등 기존의 비디오 압축 표준들에 비해 우수한 화질과 부호화 효율을 제공하여 차세대 비디오 압축 표준으로서 널리 사용될 전망이다. 현재 H.264표준화 그룹인 JVT에서는 디지털 시네마 영상을 위한 Advanced 4:4:4 프로파일에 대한 표준화가 진행 중이다. 이 프로파일은 기존의 프로파일과 달리 화소당 8-12비트의 영상을 지원하며, YUV 영상대신 RGB 영상을 입력영상으로 사용한다. 디지털 시네마 영상은 보통 HD급 이상의 화면 크기를 가지며 초당 24Hz의 프레임율을 가진다. 이러한 영상에서는 화소간의 공간적 유사성이 매우 높아지는 경향이 있으며, 30Hz 영상에 비해 시간적 유사성이 감소하는 경향이 있다. 그 결과 H.264로 디지털 시네마 영상 압축 시, 공간 예측을 통한 Intra 매크로블록의 비율이 다른 테스트 영상들에 비해 월등히 높다는 것을 알 수 있다. 이는 디지털 시네마 영상 압축 시, 화면간 예측을 수행하는 ME/MC에 비해 공간 예측이 효율적이다는 것을 입증한다. 화면간 예측의 성능을 향상하기 위해 본 논문에서는 ME/MC 후 생성된 잔차 신호들을 간단히 변환하는 방법을 제안한다. 간단한 변환 기술이 추가되어 화면간 예측의 압축 성능이 향상됨은 물론, Inter 프레임에서 화면간 예측과 공간예측을 모두 사용하였을 때 전체적인 압축성능이 향상함을 실험을 통하여 확인 할 수 있었다.

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Media Production Environment Using Metadata based on Advanced Authoring Format (Advanced Authoring Format기반에서 메타데이터를 활용한 영상제작환경)

  • Mok, Seon-Ah;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.13 no.2
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    • pp.274-282
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    • 2008
  • In this paper, we propose from media production environment using meta-data based on advanced authoring format(AAF). The media production system becomes digitalized since the image degradation and data storage should be minimized. For transmitting various contents without loss of meta-data. Editing decision list(EDL)is used in the current broadcasting and cinema environment, which results in inefficient performance. We compared the proposed AAF with the existing EDL cut, and tested successful transmission of the metadata. Based on the experimental results, the proposed AAF contains more video information than EDL.

Efficient Local Decoding Using Bit Stream Map for High Resolution Video (비트 스트림 지도를 이용한 고해상도 영상의 효율적인 지역복호화)

  • Park Sungwon;Won Jongwoo;Lee Sunyoung;Kim Wookjoong;Kim Kyuheon;Jang Euee S
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.391-401
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    • 2004
  • In this paper, we introduce a novel coding method to efficiently enable spatial random access for high resolution video. In terms of resolution and display size, standard display devices (such as cathode-ray tubes. monitors. PDAs, and LCDs) do not sufficiently support high resolution video such as digital cinema and panoramic video. Currently, users have no choice but to view video at lower resolution as a result of down-sampling, or only a partial region of the video due to display size limitations. Our proposed method. which we call the B-map, represents the set of starting locations of the coded segments in a picture frame. This information, or B-map, is first sent to the decoder prior to the coded data stream of the frame and is then used for fast local decoding. To test our method, we compare our B-map with JPEG tiling and the JPEG Resynchronization marker. Experimental results show that the proposed coding method requires less overhead than existing methods during the same decoding time. The results show promise for future panoramic or digital cinema applications.

An Semiotic analysis on Spirited Away (애니메이션(센과 치히로의 행방불명)에 대한 기호학적분석)

  • Lee Yun-Hui
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.99-112
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    • 2005
  • Christian Metz, the precursor of cine-semiology, considered cinema as a language in the sense that it is a set of messages grounded in a given matter of expression, and a signifying practice characterized by specific codifications. According to Metz, film forms a structured network produced by the interweaving of cinematic codes, within which cinematic subcodes represent specific usages of the particular code. For Metz, cinematic language is a totality of cinematic codes and subcodes, and history of the cinema is the trace of the competition, incorporations and exclusions of the subcodes. He also suggested a filmic text is not just a list of codes in effect, but a process of constant displacement and deformation of codes. Following Metz' textual analysis methodology, I investigated the formal configuration of Hayao Miyazaki‘s animation, Spirited Away. It is interesting to trace the interweaving of cinematic codes in Spirited Away, i.e. codes of lighting, color, movement, and auteurism, across the animation. I focused on the first scene at the bridge to Yubaba's bathhouse, analyzing each cinematic code and its subcode applied. The first bridge scene is carefully constructed to stand out the confrontation of Chihiro (with Haku) and the bathhouse. The bathhouse is not just a building, it represents the powerful witch, Yubaba, yet to appear on the scene, and functions as an antipode to Chihiro. In each shot, every subcode within the codes of framing, direction, angle, color, lighting and movement is used to maximize the contrast between the dominant bathhouse and the feeble 10-year-old girl. In Spirited Away, the subcodes within each cinematic ode are constantly competing and displacing each other to augment the antithesis between the characters and develop the narrative. As Metz's argument that film constitutes a quasi-linguistic practice as a pluricodic medium, Spirited Away communicates with the spectators with the combination and displacement of these cinematic codes and subcodes.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.