• Title/Summary/Keyword: Moving Picture Contents

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A Case Study on Utilization of e-learning Contents for Engineering Education (공학교육을 위한 이러닝 컨텐츠의 활용에 관한 사례 연구)

  • Park, Hyung-Kun
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.133-137
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    • 2017
  • In this paper, we present the results of the study on the development of electric circuit e-learning content as one of the required courses in electrical and electronics engineering. Theoretical learning of electric circuit e-learning contents is based on multimedia type and the practice part is based on moving picture. The e-learning contents were used for a blended learning in actual offline class. We investigated the learning effect of each component of e-learning contents and investigated and analyzed the type of e-learning contents suitable for class of electric circuit. In addition, we investigated and analyzed effective ways to utilize e-Learning content for offline teaching. In this paper, we show how to construct effective contents, length types and utilization methods in engineering education through the case study on the e-learning content.

An Adaptive USB(Universal Serial Bus) Protocol for Improving the Performance to Transmit/Receive Data (USB(Universal Serial Bus)의 데이터 송수신 성능향상을 위한 적응성 통신방식)

  • Kim, Yoon-Gu;Lee, Ki-Dong
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.327-332
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    • 2004
  • USB(Universal Serial Bus) is one of the most popular communication interfaces. When USB is used in an extended range, especially configurating In-home network by connecting multiple digital devices each other, USB interface uses the bandwidth in the way of TDM(Time Division Multiplexing) so that the bottleneck of bus bandwidth can be brought. In this paper, the more effective usage of bus bandwidth to overcome this situation is introduced. Basically, in order to realize the system for transferring realtime moving picture data among digital information devices, we analyze USB transfer types and Descriptors and introduce the method to upgrade detailed performance of Isochronous transfer that is one of USB transfer types. In the case that Configuration descriptor of a device has Interface descriptor that has two AlternateSetting, if Isochronous transfers are not processed smoothly due to excessive bus traffic, the application of the device changes AlternateSetting of the Interface descriptor and requires a new configuration by SetInterface() request. As a result of this adaptive configuration, the least data frame rate is guaranteed to a device that the sufficient bandwidth is not alloted. And if the bus traffic is normal, the algorithm to return to the original AlteranteSetting is introduced. this introduced method resolve the bottleneck of moving picture transfer that can occur in home network connected by multiple digital devices.

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Design and Implementation of Tool Server and License Server REL/RDD processing based on MPEG-21 Framework (MPEG-21 프레임워크 기반의 REL/RDD 처리를 위한 라이센스 서버와 툴 서버의 설계 및 구현)

  • Hong, Hyun-Woo;Ryu, Kwang-Hee;Kim, Kwang-Yong;Kim, Jae-Gon;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.623-626
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    • 2005
  • The technique of developing Digital Contents have still not be a standard, and it is cause some problems in the Digital Contents's creating, circulation and consumption, So solve the problem, MPEG suggest MPEG-21 framework. In the standard, The IPMP take charge of the Digital Contents's protection and management, and also it is the same as the rights expression language REL and the dictionary defining the word of REL. But. the study of the IPMP is later than the study of REL and RDD, such as the other study of the MPEG-21 standard. So, there is few system based REL and RDD. In this paper, in order to management and protect contents right. So facing the latest standard, we designed and implementation the Tool Server and the License Server based on REL/RDD.

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e-Catalogue Image Retrieval Using Vectorial Combination of Color Edge (컬러에지의 벡터적 결합을 이용한 e-카탈로그 영상 검색)

  • Hwang, Yei-Seon;Park, Sang-Gun;Chun, Jun-Chul
    • The KIPS Transactions:PartB
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    • v.9B no.5
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    • pp.579-586
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    • 2002
  • The edge descriptor proposed by MPEG-7 standard is a representative approach for the contents-based image retrieval using the edge information. In the edge descriptor, the edge information is the edge histogram derived from a gray-level value image. This paper proposes a new method which extracts color edge information from color images and a new approach for the contents-based image retrieval based on the color edge histogram. The poposed method and technique are applied to image retrieval of the e-catalogue. For the evaluation, the results of image retrieval using the proposed approach are compared with those of image retrieval using the edge descriptor by MPEG-7 and the statistics shows the efficiency of the proposed method. The proposed color edge model is made by combining the R,G,B channel components vectorially and by characterizing the vector norm of the edge map. The color edge histogram using the direction of the color edge model is subsequently used for the contents-based image retrieval.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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HTTP Adaptive Streaming Method for Service-compatible 3D Contents Based on MPEG DASH (MPEG DASH 기반 service-compatible 3D 콘텐츠 대상 HTTP adaptive streaming 적용방안)

  • Park, Gi-Jun;Lee, Gil-Bok;Lee, Jang-Won;Kim, Kyu-Heon
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.207-222
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    • 2012
  • Recently, many consumer electronics manufacturers have produced 3D devices such as 3DTVs and 3D monitors as interests in a stereoscopic video service are getting increased. However, most of 3D services are focused on local storage or bandwidth guaranteed service since 3D stereoscopic video service require bandwidth more stable and larger. This property causes difficulties in seamless stereoscopic video streaming services under IP based open network environment that cannot guarantee quality of services. In order to achieve a seamless video streaming service the international standard organization MPEG (Moving Pictures Experts Group) has developed the adaptive HTTP streaming technology called as DASH (Dynamic Adaptive Streaming over HTTP). However, the DASH doesn't have obvious scheme which can express the two elementary video streams based service-compatible stereoscopic contents in one segment. Therefore, this paper proposes a scheme of efficient 3D adaptive streaming service based on the DASH, which covers not only frame-packing stereoscopic contents but also service-compatible ones. The 3D adaptive HTTP streaming scheme introduced in this paper is able to provide 3D contents with various qualities to user and also has benefit that single 3D content can be applied to a variety of devices.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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A Scalable Index for Content-based Retrieval of Large Scale Multimedia Data (대용량 멀티미디어 데이터의 내용 기반 검색을 위한 고확장 지원 색인 기법)

  • Choi, Hyun-HWa;Lee, Mi-Young;Lee, Kyu-Chul
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.726-730
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    • 2009
  • The proliferation of the web and digital photography has drastically increased multimedia data and has resulted in the need of the high quality internet service based on the moving picture like user generated contents(UGC). The keyword-based search on large scale images and video collections is too expensive and requires much manual intervention. Therefore the web search engine may provide the content-based retrieval on the multimedia data for search accuracy and customer satisfaction. In this paper, we propose a novel distributed index structure based on multiple length signature files according to data distribution. In addition, we describe how our scalable index technique can be used to find the nearest neighbors in the cluster environments.

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A composition method of DASH segment format for adaptive streaming service based on stereoscopic contents (3D 콘텐츠의 적응적 스트리밍 서비스를 위한 DASH segment format 구성 방안)

  • Park, Gijun;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.199-202
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    • 2012
  • 인터넷 네트워크의 발달로 3D 콘텐츠와 같은 대용량의 미디어 파일을 인터넷 프로토콜을 이용하여 전송 가능해 졌다. 또한 사용자는 스마트 폰, 스마트 TV, tablet-PC 등과 같은 다양한 디바이스를 통해 인터넷 접근이 가능한 여러 장소에서 원하는 콘텐츠를 전달받아 소비하는 형태가 널리 퍼지고 있다. 이에 따라 안정적인 인터넷 네트워크 환경의 필요성과 IP기반 스트리밍 서비스와 같은 기술의 중요성이 부각되고 있는 실정이다. 하지만 유동적인 인터넷 환경에서는 스트리밍 서비스의 QoS(Quality of Service)를 보장하기 힘들고, 3D 입체영상과 같은 고화질, 고용량의 미디어 파일을 대상으로 할 경우 사용자에게 끊김없는 스트리밍 서비스를 제공하기 어렵다. 이러한 문제를 해결하기 위해서, 인터넷 네트워크 환경을 고려하여 사용자들이 원하는 콘텐츠를 고품질 혹은 저 품질로 제공 할 수 있는 적응적 스트리밍 서비스에 관한 기술 개발이 등장하게 되었고, 현재 국제 표준화 기구인 MPEG(Moving Picture experts Group)에서 DASH(Dynamic Adaptive Streaming over HTTP)라는 이름으로 표준화가 진행 중에 있다. 이에 본 논문에서는 DASH를 이용한 3D 콘텐츠의 적응적 스트리밍 서비스를 위하여 스테레오스코픽 영상의 세그먼트 파일규격 구성방안에 대해서 제안한다. DASH를 이용한 3D 스트리밍 서비스는 사용자들에게 IP 망을 통해 다양한 품질의 3D 콘텐츠를 제공할 수 있으며, 또한 하나의 3D 콘텐츠로 다양한 디바이스에 적용 가능하다는 이점이 있다.

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A Synchronization Scheme for Hierarchical Video Streams over Heterogeneous Networks

  • Sohn, Yejin;Cho, Minju;Seo, Minjae;Paik, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3121-3135
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    • 2015
  • Owing to the increase in consumption of multimedia content and the improvement of device capacity, user demand for high-quality content has increased. However, it is difficult to transport such large amounts of content over the existing broadcasting network with limited bandwidth. To provide high-definition broadcasting, some studies suggest methods of transporting multimedia over heterogeneous networks after encoding content hierarchically. MPEG Media Transport (MMT), standardized by Moving Picture Experts Group (MPEG), is a solution that enables large-volume media transport over heterogeneous networks such as digital broadcasting networks and packet-switched networks. In the case of delivering a scalable encoded video over different networks, synchronization of each stream is an important issue. MMT defines a synchronization scheme, but does not contain sufficient functions to implement it. In this paper, we propose a synchronization scheme for media streams that are encoded hierarchically, divided into layers, and transported over heterogeneous networks. We implement our scheme using MMT and HTTP, and experimented using three encapsulated video streams with different durations. As a result, we show that the proposed scheme can reduce the waiting time to display high-quality video, relative to Dynamic Adaptive Streaming over HTTP-Scalable Video Coding (DASH-SVC) by requesting segments of enhanced layers after calculating the transmission time. Additionally, we find out that the selection of durations have a relation to the characteristics of the video.