• Title/Summary/Keyword: Multi media

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Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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Comparison of Objective Metrics and 3D Evaluation Using Upsampled Depth Map (깊이맵 업샘플링을 이용한 객관적 메트릭과 3D 평가의 비교)

  • Mahmoudpour, Saeed;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.2
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    • pp.204-214
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    • 2015
  • Depth map upsampling is an approach to increase the spatial resolution of depth maps obtained from a depth camera. Depth map quality is closely related to 3D perception of stereoscopic image, multi-view image and holography. In general, the performance of upsampled depth map is evaluated by PSNR (Peak Signal to Noise Ratio). On the other hand, time-consuming 3D subjective tests requiring human subjects are carried out for examining the 3D perception as well as visual fatigue for 3D contents. Therefore, if an objective metric is closely correlated with a subjective test, the latter can be replaced by the objective metric. For this, this paper proposes a best metric by investigating the relationship between diverse objective metrics and 3D subjective tests. Diverse reference and no-reference metrics are adopted to evaluate the performance of upsampled depth maps. The subjective test is performed based on DSCQS test. From the utilization and analysis of three kinds of correlations, we validated that SSIM and Edge-PSNR can replace the subjective test.

A Hierarchical Construction of Peer-to-Peer Systems Based on Super-Peer Networks (Super-Peer 네트워크에 기반을 둔 Peer-to-Peer 시스템의 계층적 구성)

  • Chung, Won-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.65-73
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    • 2016
  • Peer-to-Peer (P2P) systems with super-peer overlay networks show combined advantages of both hybrid and pure P2P systems. Super-peer is a special peer acting as a server to a cluster of generic peers. Organizing a super-peer network is one of important issues for P2P systems with super-peer networks. Conventional P2P systems are based on two-level hierarchies of peers. One is a layer for generic peers and the other is for super-peers. And it is usual that super-peer networks have forms of random graphs. However, for accommodating a large-scale collection of generic peers, the super-peer network has also to be extended. In this paper, we propose a scheme of hierarchically constructing super-peer networks for large-scale P2P systems. At first, a two-level tree, called a simple super-peer network, is proposed, and then a scheme of generalizing and then extending the simple super-peer network to multi-level super-peer network is presented to construct a large-scale super-peer network. We call it an extended super-peer network. The simple super-peer network has several good features, but due to the fixed number of levels, it may have a scalability problem. Thus, it is extended to k-level tree of a super-peer network, called extended super-peer network. It shows good scalability and easy management of generic peers for large scale P2P system.

Scalable Ordered Broadcast Protocol in the Distributed System (분산 시스템에서 확장성 있는 순서화 방송통신 프로토콜)

  • Han, In;Hong, Young-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.3
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    • pp.125-133
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    • 2002
  • In this paper, we present an efficient broadcast protocol, called Btoken, that ensures total ordering of messages and atomicity of delivery in the large scaled distributed systems. Unlike the existing token-passing based protocol, Btoken does not circulate a token around the ring, instead, it uses three kinds of control messages for token transmission. The token has a sequence number field for broadcasting message, and the only site having the token can broadcast a message. When a site wishes to broadcast, It must send a message to the token site requesting the token. The token site sends a message with the token to the requester When the requester receives the token, it becomes the current token site and broadcasts a new message after setting sequence number derived from a field of the token into its message. Upon reception of it, any operating member is informed the position of the token site and will send token requesting message to the new token site. However, the other site may request the token to the old token site prior to receiving the broadcast message from the new token site. To resolve this problem, Btoken uses a message which is sent to the current token site by the old token site notifying who is the next token requester. Results of our simulation of the protocol show that Btoken is more efficient in the large scaled distributed system compared to existing broadcast protocols.

Bit-plane based Lossless Depth Map Coding Method (비트평면 기반 무손실 깊이정보 맵 부호화 방법)

  • Kim, Kyung-Yong;Park, Gwang-Hoon;Suh, Doug-Young
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.551-560
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    • 2009
  • This paper proposes a method for efficient lossless depth map coding for MPEG 3D-Video coding. In general, the conventional video coding method such as H.264 has been used for depth map coding. However, the conventional video coding methods do not consider the image characteristics of the depth map. Therefore, as a lossless depth map coding method, this paper proposes a bit-plane based lossless depth mar coding method by using the MPEG-4 Part 2 shape coding scheme. Simulation results show that the proposed method achieves the compression ratios of 28.91:1. In intra-only coding, proposed method reduces the bitrate by 24.84% in comparison with the JPEG-LS scheme, by 39.35% in comparison with the JPEG-2000 scheme, by 30.30% in comparison with the H.264(CAVLC mode) scheme, and by 16.65% in comparison with the H.264(CABAC mode) scheme. In addition, in intra and inter coding the proposed method reduces the bitrate by 36.22% in comparison with the H.264(CAVLC mode) scheme, and by 23.71% in comparison with the 0.264(CABAC mode) scheme.

Uni-directional 8X8 Intra Prediction for H.264 Coding Efficiency (H.264에서 성능향상을 위한 Uni-directional 8X8 인트라 예측)

  • Kook, Seung-Ryong;Park, Gwang-Hoon;Lee, Yoon-Jin;Sim, Dong-Gyu;Jung, Kwang-Soo;Choi, Hae-Chul;Choi, Jin-Soo;Lim, Sung-Chang
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.589-600
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    • 2009
  • This paper is ready to change a trend of a ultra high definition (UHD) video image, and it will contribute to improve the performance of the latest H.264 through the Uni-directional $8{\times}8$ intra-prediction idea which is based on developing a intra prediction compression. The Uni-directional $8{\times}8$ intra prediction is focused on a $8{\times}8$ block intra prediction using $4{\times}4$ block based prediction which is using the same direction of intra prediction. This paper describes that the uni-directional $8{\times}8$ intra-prediction gets a improvement around 7.3% BDBR only in the $8{\times}8$ block size, and it gets a improvement around 1.3% BDBR in the H.264 applied to the multi block size structures. In the case of a larger image size, it can be changed to a good algorithm. Because the video codec which is optimized for UHD resolution can be used a different block size which is bigger than before(currently a minimum of $4{\times}4$ blocks of units).

Template-Matching-based High-Speed Face Tracking Method using Depth Information (깊이 정보를 이용한 템플릿 매칭 기반의 고속 얼굴 추적 방법)

  • Kim, Wooyoul;Seo, Youngho;Kim, Dongwook
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.349-361
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    • 2013
  • This paper proposes a fast face tracking method with only depth information. It is basically a template matching method, but it uses a early termination scheme and a sparse search scheme to reduce the execution time to solve the problem of a template matching method, large execution time. Also a refinement process with the neighboring pixels is incorporated to alleviate the tracking error. The depth change of the face being tracked is compensated by predicting the depth of the face and resizing the template. Also the search area is adjusted on the basis of the resized template. With home-made test sequences, the parameters to be used in face tracking are determined empirically. Then the proposed algorithm and the extracted parameters are applied to the other home-made test sequences and a MPEG multi-view test sequence. The experimental results showed that the average tracking error and the execution time for the home-made sequences by Kinect ($640{\times}480$) were about 3% and 2.45ms, while the MPEG test sequence ($1024{\times}768$) showed about 1% of tracking error and 7.46ms of execution time.

An Exploratory Analysis School-based Intervention Studies to Prevent Smoking by American Adolescents (미국의 청소년 흡연예방을 위한 중재 프로그램의 현황)

  • Jung, Hye-Sun;Ha, Yeong-Mi;Jhang, Won-Gi;Lee, Ji-Won;Yi, Yun-Jeong;Yun, Soon-Nyung
    • Journal of the Korean Society of School Health
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    • v.21 no.2
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    • pp.119-134
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    • 2008
  • Purpose: The purpose of this study is to understand a variety of intervention studies to prevent smoking by adolescents in U.S. and find out implications for Korea. Methods: This study reviewed articles found in the internet and analysed the data of US DHHS and CDC. Results: The School Health Policies and Programs Study (SHPPS) is a national survey periodically conducted to assess school health policies and programs of U.S. The main components of SHPPS are health education and physical education, health services, mental health and social services, school policies, and school environments. The CDC guidelines for school health programs to prevent tobacco use and addiction are composed of policy, instruction, curriculum, training, family involvement, tobacco-use cessation efforts, and evaluation. School-based interventions to prevent smoking can be classified into the categories of information-giving curricula, social competence curricula, social influence approaches, combined methods draw on social competence and social influence approaches and multi-modal programmes and Youth Empowerment study. The key programs for adolescent smoking prevention are ALERT Project, HSPP, TNT Project, MPP, NC YES. Conclusions: As smoking is often the first step of unhealthy behaviour such as alcohol drinking, illegal drugs, and violence, smoking prevention programmes for adolescents in U.S. have been comprehensive school-based health programs. In smoking prevention programs for adolescents, CDC plays a critical role by supporting survey, research, policy, and funds. The effectiveness of the programs was high when it was based on school and involved parents, community, and mass media. As the effect of each programme is not expected to last for a long time, consistent repetition of these interventions is essential. Current smoking prevention programs for adolescents are exploring the empowerment approach focused on the active involvement of participants rather than traditional approaches using order and discipline.

Application of DC Resistivity Survey from Upper Portion of Concrete and Geostatistical Integrated Analysis (콘크리트 상부에서 전기비저항 탐사 적용 및 지구통계학적 복합 해석)

  • Lee, Heuisoon;Oh, Seokhoon;Chung, Hojoon;Noh, Myounggun;Ji, Yoonsoo;Ahn, Taegyu;Song, Sung-Ho;Yong, Hwan-Ho
    • Journal of the Korean earth science society
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    • v.35 no.1
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    • pp.29-40
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    • 2014
  • A DC resistivity survey was performed to detect anomalies beneath concrete pavement. A set of high conductive media and planar electrodes were used to lessen the effect's a high contact resistance of concrete. Results of the resistivity survey were analyzed and compared with those of other geophysical surveys such as Ground Penetration Radar (GPR), Impulse Response (IR), and Multi-channel Analysis of Surface Waves (MASW), which were carried out in the same location. The results of resistivity survey showed a high resistive distribution in the section of sink and pavement where a pattern of reinforcement was observed through the GPR survey. Also, a comparison of results between the IR and resistivity surveys indicated that the high resistivity was produced by the high dynamic stiffness in the reinforced section. The co-Kriging of both the results of DC resistivity and MASW surveys at the same location showed that an integrated geostatistical analysis is able to give more accurate description on the anomalous subsurface region than can a separate analysis of each geophysical approach. This study suggests that the integrated geostatistical approaches were used for a decision-making process based on the geophysical surveys.

An Adaptive Packet Loss Recovery Scheme for Realtime Data in Mobile Computing Environment (이동 컴퓨팅 환경에서 실시간 데이터의 적응적 손실 복구 방법)

  • Oh, Yeun-Joo;Baek, Nak-Hoon;Park, Kwang-Roh;Jung, Hae-Won;Lim, Kyung-Shik
    • Journal of KIISE:Information Networking
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    • v.28 no.3
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    • pp.389-405
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    • 2001
  • In these days, we have increasing demands on the real-time services, especially for the multimedia data transmission in both of wired and wireless environments and thus efficient and stable ways of transmitting realtime data are needs. Although RTP is widely used for internet-based realtime applications, it cannot avoid packet losses, due to the use of UDP stack and its underlying layers. In the case of mobile computing applications, the packet losses are more frequent and consecutive because of the limited bandwidth. In this paper, we first statistically analyze the characteristics of packet losses in the wired and wireless communications, based on Gilbert model, and a new packet recovery scheme for realtime data transmission is presented. To reflect the transmission characteristics of the present network environment, our scheme makes the sender to dynamically adjust the amount of redundant information, using the current packet loss characteristic parameters reported by the receiver. Additionally, we use relatively large and discontinuous offset values, which enables us to recover from both of the random and consecutive packet losses. Due to these characteristics, our scheme is suitable for the mobile computing environment where packet loss rates are relatively high and varies rapidly in a wide range. Since our scheme is based on the analytic model form statistics, it can also be used for other network environments. We have implemented the scheme with Mobile IP and RTP/RTCP protocols to experimentally verify its efficiency.

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