• Title/Summary/Keyword: Media context

Search Result 636, Processing Time 0.028 seconds

DNN based Speech Detection for the Media Audio (미디어 오디오에서의 DNN 기반 음성 검출)

  • Jang, Inseon;Ahn, ChungHyun;Seo, Jeongil;Jang, Younseon
    • Journal of Broadcast Engineering
    • /
    • v.22 no.5
    • /
    • pp.632-642
    • /
    • 2017
  • In this paper, we propose a DNN based speech detection system using acoustic characteristics and context information of media audio. The speech detection for discriminating between speech and non-speech included in the media audio is a necessary preprocessing technique for effective speech processing. However, since the media audio signal includes various types of sound sources, it has been difficult to achieve high performance with the conventional signal processing techniques. The proposed method improves the speech detection performance by separating the harmonic and percussive components of the media audio and constructing the DNN input vector reflecting the acoustic characteristics and context information of the media audio. In order to verify the performance of the proposed system, a data set for speech detection was made using more than 20 hours of drama, and an 8-hour Hollywood movie data set, which was publicly available, was further acquired and used for experiments. In the experiment, it is shown that the proposed system provides better performance than the conventional method through the cross validation for two data sets.

TMCS : Tangible Media Control System (감각형 미디어 제어 시스템)

  • 오세진;장세이;우운택
    • Journal of KIISE:Software and Applications
    • /
    • v.31 no.10
    • /
    • pp.1356-1363
    • /
    • 2004
  • We propose Tangible Media Control System (TMCS), which allows users to manipulate media contents with physical objects in an intuitive way. Currently, most people access digital media contents by exploiting GUI. However, It provides limited manipulations of the media contents. The proposed system, instead of mouse and keyboard, adopts two types of tangible objects, i.e RFID-enabled object and tracker-embedded object. The TMCS enables users to easily access and control digital media contents with the tangible objects. In addition, it supports an interactive media controller which users can synthesize media contents and generate new media contents according to users' taste. It also offers personalized contents, which is suitable for users' preferences, by exploiting context such as user's profile and situational information. Therefore. the proposed system can be applied to various interactive applications such as multimedia education, entertainment and multimedia editor.

Context-Based Minimum MSE Prediction and Entropy Coding for Lossless Image Coding

  • Musik-Kwon;Kim, Hyo-Joon;Kim, Jeong-Kwon;Kim, Jong-Hyo;Lee, Choong-Woong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1999.06a
    • /
    • pp.83-88
    • /
    • 1999
  • In this paper, a novel gray-scale lossless image coder combining context-based minimum mean squared error (MMSE) prediction and entropy coding is proposed. To obtain context of prediction, this paper first defines directional difference according to sharpness of edge and gradients of localities of image data. Classification of 4 directional differences forms“geometry context”model which characterizes two-dimensional general image behaviors such as directional edge region, smooth region or texture. Based on this context model, adaptive DPCM prediction coefficients are calculated in MMSE sense and the prediction is performed. The MMSE method on context-by-context basis is more in accord with minimum entropy condition, which is one of the major objectives of the predictive coding. In entropy coding stage, context modeling method also gives useful performance. To reduce the statistical redundancy of the residual image, many contexts are preset to take full advantage of conditional probability in entropy coding and merged into small number of context in efficient way for complexity reduction. The proposed lossless coding scheme slightly outperforms the CALIC, which is the state-of-the-art, in compression ratio.

Context-Aware App-Store System based on Collective Intelligence (집단지성 기반 상황인지 앱스토어 시스템)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.2
    • /
    • pp.11-20
    • /
    • 2015
  • In this paper, we propose a context awareness system to transfer accurate information of the app store based on collective intelligence. By using collective intelligence the system minimizes the errors that could occur when an individual process the problems, recommends APIs for developers and builds the app store for not only customers but also developers. In addition, this system applies the ontology technique to aware the context of consumers, recommends the app suitable for the consumer and provides the information for app developers. By utilizing the deduction technique of the Jena, the context awareness system infers the context of a consumer and constructs the app store system which improves the existing app stores. In the point of service transfer and accuracy, the proposed app store system module show better performance than the existing app store.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.2
    • /
    • pp.77-88
    • /
    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.375-385
    • /
    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

An Ontology-based Context Aware Model for the Implementation of Integrated Security Control System (통합보안관제 시스템 구축을 위한 온톨로지 기반의 상황인식 모델)

  • Han, Kwang-Rok;Kim, Jeong-Bin;Sohn, Surg-Won
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.6
    • /
    • pp.2246-2255
    • /
    • 2010
  • In this paper, we describe an ontology-based context aware model that collects context information from USN sensor and CCTV image and reasons about context in order to development an integrated security control system in the industrial environments. The context model represents autonomous and heterogeneous data as ontologies and recognizes the context through DL(description logic) inference in the smart computing environment. We expect that the integrated security control system can automatically detects the risk in the industrial field and reduces the safety and security incidents by applying this context model to the system.

A Research on Context-aware Digital Signage using a Kinect (키넥트를 활용한 상황인지형 디지털 사이니지 연구)

  • Ro, Kwanghyun;Lee, Seokkee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.265-273
    • /
    • 2014
  • In this paper, context-aware technologies using a Kinect sensor for a digital signage which is increasingly growing as the 4th screen media is presented. Generalized context-aware functions for a digital signage were studied and a context-aware digital signage platform was developed. It can support a natural user interface for controlling a digital signage and actively provide contents adapted to its context. As a basic context, user's gesture and voice, the number of users, sound direction were considered. In the future, the advanced functions such as age, gender will be studied. The implemented platform could be a good reference model when developing a general context-aware digital signage.

A Context-based Multi-Agent System for Enacting Virtual Enterprises (가상기업 지원을 위한 컨텍스트 기반 멀티에이전트 시스템)

  • Lee, Kyung-Huy;Kim, Duk-Hyun
    • The Journal of Society for e-Business Studies
    • /
    • v.12 no.3
    • /
    • pp.1-17
    • /
    • 2007
  • A virtual enterprise (VE) can be mapped into a multi-agent system (MAS) that consists of various agents with specific role(s), communicating with each other to accomplish common goal(s). However, a MAS for enacting VE requires more advanced mechanism such as context that can guarantee autonomy and dynamism of VE members considering heterogeneity and complex structure of them. This paper is to suggest a context-based MAS as a platform for constructing and managing virtual enterprises. In the Context-based MAS a VE is a collection of Actor, Interaction (among Actors), Actor Context, and Interaction Context. It can raise the speed and correctness of decision-making and operation of VE enactment using context, i.e., information about the situation (e.g., goal, role, task, time, location, media) of Actors and Interactions, as well as simple data of their properties. The Context-based MAS for VE we proposed('VECoM') may consists of Context Ontology, Context Model, Context Analyzer, and Context Reasoner. The suggested approach and system is validated through an example where a VE tries to find a partner that could join co-development of new technology.

  • PDF

Turbulence in Clusters of Galaxies

  • Ryu, Dong-Su
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.37 no.1
    • /
    • pp.44.1-44.1
    • /
    • 2012
  • Clusters of galaxies are the largest virialized structures in the universe, which serve as laboratories for the study of astrophysical processes on very large scales. Observations and theoretical arguments suggest that intracluster media is turbulent. The media are very hot and dynamic, highly rarefied, and probably magnetized at some level. The physics involved is complex and high-resolution simulations help us understand the physics and consequent phenomena. We are engaged in a simulation study designed to understand in this context how subsonic turbulence with very weak initial magnetic fields develops and evolves with imposed forcing. We find that the resulting turbulence is sensitive to the nature of forcing as well as the dissipation properties of the media.

  • PDF