• Title/Summary/Keyword: Media player

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Shot Change Detection Technique Using Adaptive Threshold Setting Method on Variable Reference Block and Implementation on PMP (가변 참조 구간에서의 적응적 임계값 설정 방법을 이용한 장면 전환 검출 기술과 PMP에서의 구현)

  • Kim, Won-Hee;Moon, Kwang-Seok;Kim, Jong-Nam
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.354-361
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    • 2009
  • Shot change detection is the main technique in the video segmentation which requirs real-time processing and automatical processing in hardware. Until now, there were few research reports about real-time shot change detection for applying to hardware terminals with low performance such as PMPs(Portable Media Player) and cellular phones. In this paper, we propose shot change detection technique using adaptive threshold setting method on variable reference block. Our proposed algorithm determines shot change detection by comparing the feature value of current frame and a mean of a feature value on variable reference blocks. The proposed method can be used independently from the feature value of frame, can adaptively set thresholds using a mean of a feature value on variable reference blocks. We obtained better detection ratio than the conventional methods maximally by precision 0.146, recall 0.083, F1 0.089 in the experiment with the same test sequences. We verified real-time operation of shot change detection by implementing our algorithm on the PMP from some company of H. Therefore, our proposing algorithm will be helpful in searching video data on portable media players such as PMPs and cellular phones.

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A Real-Time Multiple Circular Buffer Model for Streaming MPEG-4 Media (MPEG-4 미디어 스트리밍에 적합한 실시간형 다중원형버퍼 모델)

  • 신용경;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.13-24
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    • 2003
  • MPEG-4 is a standard for multimedia applications and provides a set of technologies to satisfy the needs of authors, service providers and end users alike. In this paper, we suggest a Real-time Multiple Circular Buffer (M4RM Buffer) model, which is suitable for streaming these MPEG-4 contents efficiently. M4RM buffer generates each structure of the buffer, which matches well with each object composing an MPEG-4 content, according to the transferred information, and manipulates multiple read/write operations only by its reference. It divides the decoder buffer and the composition buffer, which are described in the standard, by the unit of frame allocated to minimize the range of access. This buffer unit of a frame is allocated according to the object description. Also, it processes the objects synchronization within the buffer and provides APIs for an efficient buffer management to process the real-time user events. Based on the performance evaluation, we show that M4RM buffer model decreases the waiting time in a buffer frame, and so allows the real-time streaming of an MPEG-4 content using the smaller size of the memory block than IM1-2D and Window Media Player.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.39-49
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    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.

TONYMOLY Cosmetic Company: A Small but Smart Marketing Player

  • Song, Ji-Hee;Lee, Sungho
    • Asia Marketing Journal
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    • v.15 no.1
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    • pp.169-188
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    • 2013
  • Established in 2006 as the forward integration effort by Taesung Industry, the major cosmetic packaging company, TONYMOLY has phenomenally grown to one of the major cosmetic brand companies in the submarket called, 'one brand-shop' of cosmetic market since 2008, after overcoming the crisis of 'going out of business' in a couple of early years. Within a relatively short period of time, TONYMOLY's performances have dramatically improved in terms of metrics such as growth in sales revenue, the number of stores, the average sales per store, transaction value per customer, the number of monthly transactions, the number of membership-based customers, and overseas sales. In this case study, we have examined TONYMOLY's recent marketing activities which may explain the plausible reasons behind the substantial growth of a small but smart cosmetic company. Above all, the first key success factor of TONYMOLY would be found in its adherence to the clear philosophy of the customer value proposition and/or the differentiated position of TONYMOLY as a brand of providing value. Second, this brand concept of value was first penetrated and welcomed among the foothold customer target group of mid and late teens with appropriate products, while the target groups were later expanded into the age group of twenties along with expansion of relevant products. Third, its differentiation efforts have been concrete and meaningful by utilizing unique ingredients in its product development and marketing efforts, unique fun packaging, and continuously introducing new hit-selling products as well as managing steady-selling products. Fourth, TONYMOLY has been smart enough to use its limited marketing money efficiently and effectively in its marketing communication activities. Viral marketing, PPL, and concentrated media planning and execution turned out to produce effective and efficient market-based performances such as awareness, word-of-mouth, and sales. Lastly, the marketing leadership of CEO and top management, emphasizing communications and interactions, was confirmed in the relationship quality with and trust level of its franchisees and internal employees. These key success factors may explain the recent phenomenal market performances of TONYMOLY. Despite recent successes, the major issues are presented for TONYMOLY to consider for maintaining its sustainable advantages and growth. The first issue concerns TONYMOLY's choice of growth philosophy between product/brand-centric marketing and customer-centric marketing. The second challenging issue relates to how TONYMOLY can cope with 'growing pains' plausibly accompanied with the rapid growth.

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Subimage Detection of Window Image Using AdaBoost (AdaBoost를 이용한 윈도우 영상의 하위 영상 검출)

  • Gil, Jong In;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.578-589
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    • 2014
  • Window image is displayed through a monitor screen when we execute the application programs on the computer. This includes webpage, video player and a number of applications. The webpage delivers a variety of information by various types in comparison with other application. Unlike a natural image captured from a camera, the window image like a webpage includes diverse components such as text, logo, icon, subimage and so on. Each component delivers various types of information to users. However, the components with different characteristic need to be divided locally, because text and image are served by various type. In this paper, we divide window images into many sub blocks, and classify each divided region into background, text and subimage. The detected subimages can be applied into 2D-to-3D conversion, image retrieval, image browsing and so forth. There are many subimage classification methods. In this paper, we utilize AdaBoost for verifying that the machine learning-based algorithm can be efficient for subimage detection. In the experiment, we showed that the subimage detection ratio is 93.4 % and false alarm is 13 %.

Fast Query Recovery for Multimedia CE Devices (멀티미디어 CE 기기를 위한 빠른 질의 복구 기법)

  • Jin, Hee-Gyu;Lee, Ki-Yong;Woo, Kyoung-Gu
    • Journal of KIISE:Databases
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    • v.35 no.3
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    • pp.286-295
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    • 2008
  • Multimedia consumer electronics(CE) devices, such as MP3 players, PMPs, and digital cameras, are electronic equipments used to record, play or create multimedia data. Most multimedia CE devices provide uses with the ability to search multimedia stored in the device and browse the search results. One of the unique requirements in multimedia CE devices is that the search results displayed in the screen must be restored quickly when the device powers off and later back on. For this purpose, the existing methods (1) re-execute the original search query, and (2) move the cursor to the original position in the search results. However, this approach may be inefficient when the number of records in the result set is large. In this paper, we propose an efficient method for multimedia CE devices that can quickly restore the search results displayed in the screen when the device powers off and later back on. The proposed method can retrieve the original search results in the screen quickly by saving and loading some information about the query evaluation plan. Though the performance evaluation, we show that the proposed method provides excellent performance regardless of the number of records in tile result set or the original cursor position.

A Study on Real-time Implementing of Time-Scale Modification (음성 신호 시간축 변환의 실시간 구현에 관한 연구)

  • Han, Dong-Chul;Lee, Ki-Seung;Cha, Il-Hawan;Youn, Dae-Hee
    • The Journal of the Acoustical Society of Korea
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    • v.14 no.2
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    • pp.50-61
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    • 1995
  • A time scale modification method yielding rate-modified speech while conserving the characteristic of speech was implemented in real-time using a goneral purpose digital signal processor. Time scale modification changed pronunciation speed only, producing a time difference between the input signal and the modified signal, making it impossible to implement it in real-time. In this thesis, a system was implemented to remove the time difference between the input and modified signals. Speech signals slowed down or speeded up by a physical time scale modification method, such as adjusting the motor speed of the cassett tape recorder, was used as the input signal. Physical modification that controled only the inter speed of the cassette tape player distorted the pitch period of the original speech. In this study, a real-time system was implemented so that the pitch-distorted speech was reconstructed back to the original by fractional sampling pitch shifting using an FIR filter, and this signal was time scale modified to match the cassette tape recorder motor speed using SOLA time-scale medification. In experiments using speech signals medifiedby the proposed method, results obtained using a 16-bit resolution ADSP2101 processor and using computer simulations employing floating point operations showed about the same average frame signal-to-noise ratio of about 20 dB.

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