• Title/Summary/Keyword: Digital Video Data

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Design and Implementation of A Video Information Management System for Digital Libraries (디지털 도서관을 위한 동영상 정보 관리 시스템의 설계 및 구현)

  • 김현주;권재길;정재희;김인홍;강현석;배종민
    • Journal of Korea Multimedia Society
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    • v.1 no.2
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    • pp.131-141
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    • 1998
  • Video data occurred in multimedia documents consist of a large scale of irregular data including audio-visual, spatial-temporal, and semantic information. In general, it is difficult to grasp the exact meaning of such a video information because video data apparently consist of unmeaningful symbols and numerics. In order to relieve these difficulties, it is necessary to develop an integrated manager for complex structures of video data and provide users of video digital libraries with easy, systematic access mechanisms to video informations. This paper proposes a generic integrated video information model(GIVIM) based on an extended Dublin Core metadata system to effectively store and retrieve video documents in digital libraries. The GIVIM is an integrated mo이 of a video metadata model(VMN) and a video architecture information model(VAIM). We also present design and implementation results of a video document management system(VDMS) based on the GIVIM.

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Segmentation and Appearance Features Index for Digital Video Data

  • Yun, Hong-Won
    • Journal of information and communication convergence engineering
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    • v.8 no.6
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    • pp.697-701
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    • 2010
  • The numbers of digital video cameras are fast increased. Accordingly, digital video data management is becoming more important. Efficient storing method and fast browsing method still remains to be one of significant issue. In this paper, an optimized data storing process without losing information and an organized appearance features indexing method are proposed. Also, the data removing policy could be used to reduce large amount of space and it facilitates fast sequential search. The appearance features index constructs key information of moving objects to answer queries about what people are doing, particularly when, where and who they move. The evaluation results showed better performance in the transfer time and the saving in storage space.

Broken Integrity Detection of Video Files in Video Event Data Recorders

  • Lee, Choongin;Lee, Jehyun;Pyo, Youngbin;Lee, Heejo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3943-3957
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    • 2016
  • As digital evidence has a highly influential role in proving the innocence of suspects, methods for integrity verification of such digital evidence have become essential in the digital forensic field. Most surveillance camera systems are not equipped with proper built-in integrity protection functions. Because digital forgery techniques are becoming increasingly sophisticated, manually determining whether digital content has been falsified is becoming extremely difficult for investigators. Hence, systematic approaches to forensic integrity verification are essential for ascertaining truth or falsehood. We propose an integrity determination method that utilizes the structure of the video content in a Video Event Data Recorder (VEDR). The proposed method identifies the difference in frame index fields between a forged file and an original file. Experiments conducted using real VEDRs in the market and video files forged by a video editing tool demonstrate that the proposed integrity verification scheme can detect broken integrity in video content.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Incremental-based Digital Signature with Neighbouring Block Similarity Measure for Video Authentication

  • Kultangwattana, Wilaiporn;Chotikakamthorn, Nopporn
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1412-1415
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    • 2002
  • This paper describes a digital signature-based method for original and updated video authentication. The method uses multiple digital signatures in dealing with video data undergoing multiple change/updating. In addition, a feature based on neighbouring block similarity measure is applied to deal with certain image/video modification. The proposed method can cope with wide range of image/video tampering. It is suitable for practical use of video data, where updating may be performed by more than one legal parties. Experimental results are included with concluding remarks.

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Recovery Corrupted Video Files using Time Information (시간 정보를 활용한 동영상 파일 복원 기법)

  • Na, Gihyun;Shim, Kyu-Sun;Byun, Jun-Seok;Kim, Eun-Soo;Lee, Joong
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1492-1500
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    • 2015
  • In recent crime scene, there is the captured crime scene video at least one. So video files recorded on storage media often provide important evidence. Criminals often attempt to destroy storage saved crime scene video. For this reason recovery of a damaged or deleted video file is important to resolve criminal cases in aspects of digital forensic. In the recent, there is a study to recover video file based on video frames, but it is very poor time efficiency when the connecting video frames. This paper proposed advanced frame-based recovery technique of a damaged video files using time information. We suggest a new connecting algorithm to connect video frames using recorded time information in front of video frame. We also evaluate performance in aspects of time and experiment result shows that proposed method improves performance.

Scene Change Detection In the Hard Disk Drive Embedded Digital Satellite Receiver for Video Indexing (하드디스크를 내장한 디지털 위성방송수신기에서 비디오 인덱스를 위한 장면 전환 검출)

  • 성영경;최윤희;최태선
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.259-262
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    • 2002
  • In this paper, we present a hard disk drive embedded digital satellite receiver with scene change detection for video indexing. This receiver can store, retrieve and classify the broadcast data by implementing an interface between the conventional digital satellite receiver and digital storage media. Using this system, user can obtain more information for efficient video retrieval.

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Development of Data/Video Transmission System for flying vehicle (비행체 탑재용 데이터/영상 복합전송장치 개발)

  • Cho, Dong-Sik;Ra, Sung-Woong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.11
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    • pp.1052-1057
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    • 2007
  • A highly reliable Video Transmission System (VTS) was developed in order to obtain both video and digital data simultaneously in the real time flight test situation of a flying vehicle. The VTS integrates GPS data, digital telemetry data and video signals into a compact digital data package which is compressed and processed by an MPEG-2 Encoder and a DVB-S modulator respectively. The DVB-S modulator is composed of a specially devised Forward Error Correction processor and base band QPSK modulator. The designed VTS was verified and proved for its required functioning and performance through separate flight tests using an airplane and missiles.

Video Editing System Considering Smart Phone Playback Environment (스마트폰 재생환경을 고려한 동영상 편집 시스템)

  • O, Junsol;Lee, Hyunjung;Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.1
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    • pp.75-80
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    • 2017
  • Nowadays, smart phone is being popularly used for communication, entertainment, and information retrieval. While demands on video traffic over mobile networks increases sharply, the wireless link capacity is often limited to fully support the traffic demand. Therefore, the size of video data needs to be reduced to provide high quality video with limited capacity. To handle this issue, we propose a video editing system using the ffmpeg library. The proposed system can provide a high quality video with a relatively small data size, thereby facilitating the mobile streaming services and live-video games.

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Frame Rearrangement Method by Time Information Remarked on Recovered Image (복원된 영상에 표기된 시간 정보에 의한 프레임 재정렬 기법)

  • Kim, Yong Jin;Lee, Jung Hwan;Byun, Jun Seok;Park, Nam In
    • Journal of Korea Multimedia Society
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    • v.24 no.12
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    • pp.1641-1652
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    • 2021
  • To analyze the crime scene, the role of digital evidence such as CCTV and black box is very important. Such digital evidence is often damaged due to device defects or intentional deletion. In this case, the deleted video can be restored by well-known techniques like the frame-based recovery method. Especially, the data such as the video can be generally fragmented and saved in the case of the memory used almost fully. If the fragmented video were recovered in units of images, the sequence of the recovered images may not be continuous. In this paper, we proposed a new video restoration method to match the sequence of recovered images. First, the images are recovered through a frame-based recovery technique. Then, after analyzing the time information marked on the images, the time information was extracted and recognized via optical character recognition (OCR). Finally, the recovered images are rearranged based on the time information obtained by OCR. For performance evaluation, we evaluate the recovery rate of our proposed video restoration method. As a result, it was shown that the recovery rate for the fragmented video was recovered from a minimum of about 47% to a maximum of 98%.