• Title/Summary/Keyword: Immersive $360^{\circ}$ Media

Search Result 3, Processing Time 0.021 seconds

A Reference Frame Selection Method Using RGB Vector and Object Feature Information of Immersive 360° Media (실감형 360도 미디어의 RGB 벡터 및 객체 특징정보를 이용한 대표 프레임 선정 방법)

  • Park, Byeongchan;Yoo, Injae;Lee, Jaechung;Jang, Seyoung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
    • /
    • v.24 no.4
    • /
    • pp.1050-1057
    • /
    • 2020
  • Immersive 360-degree media has a problem of slowing down the video recognition speed when the video is processed by the conventional method using a variety of rendering methods, and the video size becomes larger with higher quality and extra-large volume than the existing video. In addition, in most cases, only one scene is captured by fixing the camera in a specific place due to the characteristics of the immersive 360-degree media, it is not necessary to extract feature information from all scenes. In this paper, we propose a reference frame selection method for immersive 360-degree media and describe its application process to copyright protection technology. In the proposed method, three pre-processing processes such as frame extraction of immersive 360 media, frame downsizing, and spherical form rendering are performed. In the rendering process, the video is divided into 16 frames and captured. In the central part where there is much object information, an object is extracted using an RGB vector per pixel and deep learning, and a reference frame is selected using object feature information.

Standardization Trend of 3DoF+ Video for Immersive Media (이머시브미디어를 3DoF+ 비디오 부호화 표준 동향)

  • Lee, G.S.;Jeong, J.Y.;Shin, H.C.;Seo, J.I.
    • Electronics and Telecommunications Trends
    • /
    • v.34 no.6
    • /
    • pp.156-163
    • /
    • 2019
  • As a primitive immersive video technology, a three degrees of freedom (3DoF) $360^{\circ}$ video can currently render viewport images that are dependent on the rotational movements of the viewer. However, rendering a flat $360^{\circ}$ video, that is supporting head rotations only, may generate visual discomfort especially when objects close to the viewer are rendered. 3DoF+ enables head movements for a seated person adding horizontal, vertical, and depth translations. The 3DoF+ $360^{\circ}$ video is positioned between 3DoF and six degrees of freedom, which can realize the motion parallax with relatively simple virtual reality software in head-mounted displays. This article introduces the standardization trends for the 3DoF+ video in the MPEG-I visual group.

Study on the Localization Concordance of Video and Audio (시선에 따른 영상 음향 정위 일치에 관한 연구)

  • Lee, Kyou-Won;Choi, Hae-Geun;Park, So-Youn;Park, Goo-Man;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.13 no.6
    • /
    • pp.1293-1300
    • /
    • 2018
  • The $360^{\circ}$ video has a lot of image information and usefulness; however, the position of the audio source judged by hearing is different from the position on the screen. Therefore, human feels tired, the immersion decrease and user cant watch the video for Moreer time. In this paper, the concordance rate of the video and the audio localization is defined. The rate is expressed in a percentage. It means how much the system makes the sound localization real according to the position of the source on the screen. With this rate, the audio localization performance of immersive audio producing and playing system can be evaluated. It will be helpful for developers to make the higher performance system and expected to contribute to make makinguality system with reality.