• Title/Summary/Keyword: MediaPlayer

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Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

A research on the media player transferring vibrotactile stimulation from digital sound (디지털 음원의 촉각 자극 전이를 위한 미디어 플레이어에 대한 연구)

  • Lim, Young-Hoon;Lee, Su-Jin;Jung, Jong-Hwan;Ha, Ji-Min;Whang, Min-Cheol;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.881-886
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    • 2007
  • This study was to develope a vibrotactile display system using windows media player from digital audio signal. WMPlayer10SDK system which was plug-in tool by microsoft windows media player provided its video and audio signal information. The audio signal was tried to be change into vibrotactile display. Audio signal had 4 sections such as 8bit, 16bit, 24bit, and 32bit. Each section was computed its frequency and vibrato scale. And data was transferred to 38400bps network port(COM1) for vibration. Using this system was able to develop the music suit which presented tactile feeling of music beyond sound. Therefore, it may provide cross modal technology for fusion technology of human senses.

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Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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Player Chop : Media Player Program for Enhancing Language Studies (Player Chop : 어학 기능이 강화된 미디어 플레이어 프로그램)

  • Yang, Mi-Hyon;Jo, Kyong-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1600-1601
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    • 2011
  • 태블릿 PC의 등장, 미디어 기기의 소형화, 스마트 폰의 등장과 맞물려 기존의 동영상 및 음성을 통한 교육 콘텐츠시장이 크게 확대되어 가고 있다. 특히 어학 콘텐츠의 경우 구간 반복을 통한 내용 전달이 필수적이어서 많은 미디어 플레이어는 사용자가 직접 설정한 구간을 반복 시청할 수 있도록 하는 기능을 포함하고 있다. 본 논문은 기존의 구간 반복 기능에서 한 단계 나아가 사용자의 수동 조작없이 미디어 플레이어가 자동적으로 문장을 감지하여 해당 문장을 반복하는 Player chop를 소개한다. Player chop 는 영상 파일에서 추출된 모든 문장의 시작과 종료 지점에 대한 시간 정보를 목록화 하여 손쉽게 반복 재생이 가능하도록 하였으며, 목록화 된 시간 정보를 바탕으로 자막을 연동하여 사용자의 외국어 학습에 도움이 될 수 있도록 하였다.

The Implementation of a Media Player on Q+ Real-time Operating System (Q+ 실시간 운영체제에서 동작하는 미디어 재생기의 구현)

  • Cho, Chang-Sik;Mah, Pyeong-Soo
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3509-3518
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    • 2000
  • Due to a recent advance on the internet access technologies such as ADSL and ISDN, ti becomes possible to watch movies or listen to music at home through the internet. In this paper, we propose Implementation technique and expenence we lcarnet in the development of media plavers operating on Q+ reall-time operating system. The media player can manipulate MPS, MPEG-1, and MPEG-4 streams, and the decofing routime is implemented by software. Ths medial player is operated on the digital TV set-top-box and is implomented by using Q+ librares. In this paper, we focus on programming technique on q+ real-time operating system and performance enhancement technique.

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.

Design and Implementation of SMIL(Synchronized Multimedia Integration Language) Player for Electronic Commerce

  • Shin, Dong-Kyoo;Jang, Choul-Soo;Lee, Kyoung-Ho;Kim, Joong-Bae;Shin, Dong-Il
    • Proceedings of the CALSEC Conference
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    • 2001.08a
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    • pp.631-635
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    • 2001
  • The Synchronized Multimedia Integration Language (SMIL) is a declarative markup language based on the eXtensible Markup Language (XML) to define a set of markup tags for synchronizing the timing and positioning relationships between multimedia objects. SMIL makes authoring of TV-like multimedia presentations on the Web easier for applications such as electronic commerce. We present the design and implementation of a JAVA-based SMIL player, which processes different types of media objects using multiple threads. Moreover, its cache engine detects the media type and allocates the proper cache memory for the corresponding media object.

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Design and Implementation of Multi-View 3D Video Player (다시점 3차원 비디오 재생 시스템 설계 및 구현)

  • Heo, Young-Su;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.258-273
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    • 2011
  • This paper designs and implements a multi-view 3D video player system which is operated faster than existing video player systems. The structure for obtaining the near optimum speed in a multi-processor environment by parallelizing the component modules is proposed to process large volumes of multi-view image data at high speed. In order to use the concurrency of bottleneck, we designed image decoding, synthesis and rendering modules in a pipeline structure. For load balancing, the decoder module is divided into the unit of viewpoint, and the image synthesis module is geometrically divided based on synthesized images. As a result of this experiment, multi-view images were correctly synthesized and the 3D sense could be felt when watching the images on the multi-view autostereoscopic display. The proposed application processing structure could be used to process large volumes of multi-view image data at high speed, using the multi-processors to their maximum capacity.