• Title/Summary/Keyword: Immersive media

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Adaptive Spatio-Temporal Prediction for Multi-view Coding in 3D-Video (3차원 비디오 압축에서의 다시점 부호화를 위한 적응적 시공간적 예측 부호화)

  • 성우철;이영렬
    • Journal of Broadcast Engineering
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    • v.9 no.3
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    • pp.214-224
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    • 2004
  • In this paper, an adaptive spatio-temporal predictive coding based on the H.264 is proposed for 3D immersive media encoding, such as 3D image processing, 3DTV, and 3D videoconferencing. First, we propose a spatio-temporal predictive coding using the same view and inter-view images for the two TPPP, IBBP GOP (group of picture) structures 4hat are different from the conventional simulcast method. Second, an 2D inter-view direct mode for the efficient prediction is proposed when the proposed spatio-temporal prediction uses the IBBP structure. The 2D inter-view direct mode is applied when the temporal direct mode in B(hi-Predictive) picture of the H.264 refers to an inter-view image, since the current temporal direct mode in the H.264 standard could no: be applied to the inter-view image. The proposed method is compared to the conventional simulcast method in terms of PSNR (peak signal to noise ratio) for the various 3D test video sequences. The proposed method shows better PSNR results than the conventional simulcast mode.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

A Study on Methods for Activating Libraries' YouTube Channel (도서관 유튜브(YouTube) 채널의 활성화 방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.1-24
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    • 2020
  • The social media paradigm centered on videos continues to deepen due to the diversification of 5G devices, high-definition and immersive SNS. The purpose of this study is to propose various utilization strategies and measures through the analysis of the current status of YouTube channel operation and provided contents operated in public libraries. In this study, 44 libraries in Korea that have opened and operated Library YouTube Channel and 12 libraries that actively utilize library YouTube channels with more than 1,000 subscribers were surveyed for the current status of subscribers, views, video count data, and contents and delivery methods of Library YouTube Channel. Based on the analysis results, the library's YouTube channel was proposed to utilize the library's YouTube channel, 1) to secure the specificity and purpose of the library's YouTube channel, 2) to promote and enhance access to the YouTube channel, 3) to improve the YouTube channel to user-friendly interface, 5) to plan and provide library expertise and educational contents, 6) to operate the integrated YouTube channel, and 7) to provide user-based content.

The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
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    • v.25 no.1
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    • pp.41-50
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    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

Implementing 3DoF+ 360 Video Compression System for Immersive Media (실감형 미디어를 위한 3DoF+ 360 비디오 압축 시스템 구현)

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.743-754
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    • 2019
  • System for three degrees of freedom plus (3DoF+) and 6DoF requires multi-view high resolution 360 video transmission to provide user viewport adaptive 360 video streaming. In this paper, we implement 3DoF+ 360 video compression system which removes the redundancy between multi-view videos and merges the residual into one video to provide high quality 360 video corresponding to an user's head movement efficiently. Implementations about 3D warping based redundancy removal method between 3DoF+ 360 videos and residual extraction and merger are explained in this paper. With the proposed system, 20.14% of BD-rate reduction in maximum is shown compared to traditional high-efficiency video coding (HEVC) based system.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Geometry Padding for Segmented Sphere Projection (SSP) in 360 Video (360 비디오의 SSP를 위한 기하학적 패딩)

  • Kim, Hyun-Ho;Myeong, Sang-Jin;Yoon, Yong-Uk;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.25-31
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    • 2019
  • 360 video is attracting attention as immersive media, and is also considered in VVC (Versatile Video Coding), which is being developed in JVET (Joint Video Expert Team) as a new video coding standard of post-HEVC. A 2D image projected from 360 video for its compression may has discontinuities between the projected faces and inactive regions, and they may cause the visual artifacts in the reconstructed video as well as decrease of coding efficiency. In this paper, we propose a method of efficient geometric padding to reduce these discontinuities and inactive regions in the projection format of SSP (Segmented Sphere Projection). Experimental results show that the proposed method improves subjective quality compared to the existing padding of SSP that uses copy padding with minor loss of coding gain.

Image Stitching focused on Priority Object using Deep Learning based Object Detection (딥러닝 기반 사물 검출을 활용한 우선순위 사물 중심의 영상 스티칭)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.882-897
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    • 2020
  • Recently, the use of immersive media contents representing Panorama and 360° video is increasing. Since the viewing angle is limited to generate the content through a general camera, image stitching is mainly used to combine images taken with multiple cameras into one image having a wide field of view. However, if the parallax between the cameras is large, parallax distortion may occur in the stitched image, which disturbs the user's content immersion, thus an image stitching overcoming parallax distortion is required. The existing Seam Optimization based image stitching method to overcome parallax distortion uses energy function or object segment information to reflect the location information of objects, but the initial seam generation location, background information, performance of the object detector, and placement of objects may limit application. Therefore, in this paper, we propose an image stitching method that can overcome the limitations of the existing method by adding a weight value set differently according to the type of object to the energy value using object detection based on deep learning.