• Title/Summary/Keyword: Live Video

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A Study on the Benefits and Issues of 360-degree VR Performance Videos (360도 VR공연영상의 효과와 문제점 연구)

A Study of Ending Credit in Animations-Focused on Credit Cookie (극장판 애니메이션의 엔딩 크레딧 양상연구: 쿠키 영상을 중심으로)

  • Park, Sung-Won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.187-198
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    • 2020
  • With the development of technology and the creation of an entertainment environment for leisure, various marketing strategies are being used in the film industry. Among them, the use of the credit cookie of ending credits was very effective in producing the series. The ending credit is the time it takes to show the names of the people who made the movie, which is meaningless to the audience. There is a cost to produce a ending credit but It wasn't made because no revenue was generated. The credit cookie was inserted into this ending credit area, which brought new pleasure to the audience. Most of them were epilogue images showing the story behind the movie, NG images showing the NG situation during film production, and In videos mentioned in the movie but not shown in the movie itself. As various ideas about credit cookie were connected with marketing, a series movie and a spin-off foretelling the derivative works after the screening work were produced and have a new meaning. As a result, the time of ending credits, which had no commercial value, became the methodology of the most powerful promotional strategy. Looking at the difference between live-action film and animation in producing such credit cookie, unlike live-action films that edit the remaining parts after shooting, the NG video of the animation has a lot of time and money to produce. So, it hasn't try very well, and it seems to have been actively produced when moving from 2D animation to 3D animation. This is because 3D animation, which has already been modeled, can create new NG scenes by simply adding animating based on the layout of the created scene. Since it is possible to produce an episode movie at a low cost and time, and to use the scenes of the movie after the production, it will be necessary to strategically produce credit cookie for promotion in animation.

Design and Implementation of A Mobile-based Demonstration System 'Smart Demo' (모바일 기반 시연 시스템 '스마트 데모'의 설계 및 구현)

  • Lim, Choong-Gyoo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.1-11
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    • 2011
  • An application's demonstration takes much time because there are a number of interactions involved. When a demonstration is indeed necessary, a separate session of demonstration is commonly carried out besides a presentation. If one can control the application wirelessly using mobile devices, he can present his messages effectively by having a live self-paced demonstration. This method of demonstration has not been possible to implement due to the limitations on performance and/or screen size of feature phones. Lately commercialized smartphones, however, are equipped with better performance and various features so that they can be utilized to implement the new demonstration method. With these smartphones, one can view the application images right on mobile devices to control applications directly. This paper describes the issues of design and implementation of a mobile-based demonstration system, 'Smart Demo'.

Pig Image Learning for Improving Weight Measurement Accuracy

  • Jonghee Lee;Seonwoo Park;Gipou Nam;Jinwook Jang;Sungho Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.7
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    • pp.33-40
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    • 2024
  • The live weight of livestock is important information for managing their health and housing conditions, and it can be used to determine the optimal amount of feed and the timing of shipment. In general, it takes a lot of human resources and time to weigh livestock using a scale, and it is not easy to measure each stage of growth, which prevents effective breeding methods such as feeding amount control from being applied. In this paper, we aims to improve the accuracy of weight measurement of piglets, weaned pigs, nursery pigs, and fattening pigs by collecting, analyzing, learning, and predicting video and image data in animal husbandry and pig farming. For this purpose, we trained using Pytorch, YOLO(you only look once) 5 model, and Scikit Learn library and found that the actual and prediction graphs showed a similar flow with a of RMSE(root mean square error) 0.4%. and MAPE(mean absolute percentage error) 0.2%. It can be utilized in the mammalian pig, weaning pig, nursery pig, and fattening pig sections. The accuracy is expected to be continuously improved based on variously trained image and video data and actual measured weight data. It is expected that efficient breeding management will be possible by predicting the production of pigs by part through video reading in the future.

People Re-identification: A Multidisciplinary Challenge (사람 재식별: 학제간 연구 과제)

  • Cheng, Dong-Seon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.135-139
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    • 2012
  • The wide diffusion of internet and the overall increased reliance on technology for information communication, dissemination and gathering have created an unparalleled mass of data. Sifting through this data is defining and will define in the foreseeable future a big part of contemporary computer science. Within this data, a growing proportion is given by personal information, which represents a unique opportunity to study human activities extensively and live. One important recurring challenge in many disciplines is the problem of people re-identification. In its broadest definition, re-identification is the problem of newly recognizing previously identified people, such as following an unknown person while he walks through many different surveillance cameras in different locations. Our goals is to review how several diverse disciplines define and meet this challenge, from person re-identification in video-surveillance to authorship attribution in text samples to distinguishing users based on their preferences of pictures. We further envision a situation where multidisciplinary solutions might be beneficial.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

Learners' Responses to a Virtual Cadaver Dissection Nerve Course in the COVID Era: A Survey Study

  • Lisiecki, Jeffrey L.;Johnson, Shepard Peir;Grant, David;Chung, Kevin C.
    • Archives of Plastic Surgery
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    • v.49 no.5
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    • pp.676-682
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    • 2022
  • Background Virtual education is an evolving method for teaching medical learners. During the coronavirus disease 2019 pandemic, remote learning has provided a replacement for conferences, lectures, and meetings, but has not been described as a method for conducting a cadaver dissection. We aim to demonstrate how learners perceive a virtual cadaver dissection as an alternative to live dissection. Methods A virtual cadaver dissection was performed to demonstrate several upper extremity nerve procedures. These procedures were livestreamed as part of an educational event with multimedia and interactive audience questions. Participants were queried both during and after the session regarding their perceptions of this teaching modality. Results Attendance of a virtual dissection held for three plastic surgery training institutions began at 100 and finished with 70 participants. Intrasession response rates from the audience varied between 68 and 75%, of which 75% strongly agreed that they were satisfied with the virtual environment. The audience strongly agreed or agreed that the addition of multimedia captions (88%), magnified video loupe views (82%), and split-screen multicast view (64%) was beneficial. Postsession response rate was 27%, and generally reflected a positive perspective about the content of the session. Conclusions Virtual cadaver dissection is an effective modality for teaching surgical procedures and can be enhanced through technologies such as video loupes and multiple camera perspectives. The audience viewed the virtual cadaver dissection as a beneficial adjunct to surgical education. This format may also make in-person cadaver courses more effective by improving visualization and allowing for anatomic references to be displayed synchronously.

A Study on Security Vulnerability and Enhancement for IP Camera (IP 카메라의 보안 취약점과 보안성 강화에 관한 연구)

  • Ryang Rae Kim;Seoung Hyeon Jo;Jiyoon Kim
    • Convergence Security Journal
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    • v.24 no.3
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    • pp.143-151
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    • 2024
  • IP cameras allow users to view live video regardless of their location. Due to this advantage, they are used in homes to monitor infants, pets, and the elderly, and they are widely utilized in companies for physical security control and monitoring of secure areas, such as data centers and warehouses. However, IP cameras that lack appropriate security measures can be eavesdropped on by malicious attackers. This study demonstrates that hacking attacks can be executed by exploiting various security vulnerabilities in IP cameras, including brute force attacks. Accordingly, we propose an architecture that addresses these vulnerabilities, suggesting measures to enhance the security of IP cameras. Also, we shows that the proposed method can safely and effectively provide video information encryption and user authentication for IP cameras through security verification and availability evaluation.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

A Study for properties of Spline to 3D game modeling (3D 게임 모델링을 위한 Spline 특성 연구)

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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