• Title/Summary/Keyword: Space media

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Text Extraction in HIS Color Space by Weighting Scheme

  • Le, Thi Khue Van;Lee, Gueesang
    • Smart Media Journal
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    • v.2 no.1
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    • pp.31-36
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    • 2013
  • A robust and efficient text extraction is very important for an accuracy of Optical Character Recognition (OCR) systems. Natural scene images with degradations such as uneven illumination, perspective distortion, complex background and multi color text give many challenges to computer vision task, especially in text extraction. In this paper, we propose a method for extraction of the text in signboard images based on a combination of mean shift algorithm and weighting scheme of hue and saturation in HSI color space for clustering algorithm. The number of clusters is determined automatically by mean shift-based density estimation, in which local clusters are estimated by repeatedly searching for higher density points in feature vector space. Weighting scheme of hue and saturation is used for formulation a new distance measure in cylindrical coordinate for text extraction. The obtained experimental results through various natural scene images are presented to demonstrate the effectiveness of our approach.

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A Study on Space Expression According to the Production Characteristics of Reflex Media (영상미디어 연출 특성에 따른 공간 표현에 관한 연구)

  • Yoo Jae-Yeup
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.175-183
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    • 2004
  • As the information-oriented society makes progress, the role of Image has much influence on human being in space as a medium for information delivery and a means of artistic communication. These influences are appeared as expressional characteristics of the image such as the reproducibility of reality and unreality in the real world, the synchrony of expression of time, visual formality, a sign and the transmission of moaning. For these, the investigator examined the meaning of image in aspace, taking into consideration of the interrelationship of image, space, and human being. As study findings show, the expressional characteristics of image in space have such visual effects as a space in which pictorial formality and object exists, in which the mutual understanding of communication exists, and that realizes immaterial membrane in the aspect of time and space, according to the electronic light, color, and formation of the image media. In addition, it become clear that the characteristic could be staged on various circumstances by constructing the relationship between an object and a point of time interactively with bidirectional communication through combining technology and art. This suggests that the image develops as the form of sensory communication via interacting of space and human being.

A Study on the Deconstruction of Perspective in Fashion Illustrations (패션 일러스트레이션에 나타난 원근법 해체에 대한 연구)

  • Kim, Soon-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.2
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    • pp.93-109
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    • 2015
  • Advent of diverse media and advancement in digital technology significantly affected our perception of time and space. By utilizing digital media actively, fashion illustration has come to go beyond the limitation on conventional perspective expression. This study aims to examine the phenomenon of deconstruction of perspective in fashion illustration, and to analyze a variety of space expressions and effects of visual expression in fashion illustration. By way of literature research for the study, theoretical data are reviewed about basic concepts of conventional perspective and the characteristics and aesthetic concept of perspective deconstruction expression in visual art. By way of an empirical study, fashion illustrations that represent the deconstruction of perspective are classified and analyzed characteristics and image effects of such expressions. Deconstruction of perspective in fashion illustration find in expression of spaces by means of multi-space, multi-layer space, reverse perspective, perspective through the exaggeration, multi-perspective space, and panoramic visual condition. Fashion illustration expresses visual confusion or fantasy rather than creating realistic spaces that have utilized reasonable perspective. Fashion illustration is moving toward a trait with disharmony and an in-depth visionary space by overlapping or mixing spaces differing from each other, and by means of such peculiar and unrealistic expressions, unfamiliar images are created.

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Space Syntax-based Application to Recommend Paths for Female's Safe Leisure Life (Space Syntax 기반 여성의 안전한 여가활동 경로 추천 애플리케이션)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.127-135
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    • 2015
  • In this paper, we propose and implement an application that recommends safe paths for outdoor leisure activity of women based on Space Syntax theory. Compared to general navigation systems which focuses on the shortest time or the shortest distance, the proposed application makes safe paths the first priority. It generates path recommendation with regard to accessibility of travel time and correlation of regions and considers various risk factors for searching for the safest path. Concludingly, the employed Space Syntax algorithm enables the women users to select their own customized paths.

The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts (4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구)

  • Cho, Sung Hee;Kim, Eun Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.544-554
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    • 2018
  • The purpose of this study is to classify Reality-Virtual Media Connection System in dance field and to analysis cases of dance pieces using Reality-Virtual Media Connection System based on a literature study. It is limited to interactive media dance performances, such as "Glow"(2006) of Chunky Move, "S.U.N"(2011) and "Dalhangari"(2013) of Young ho Nam, "PIXEL"(2014) of ADRIEN M & CLAIRE B, "Midas Space"(2011) of Midas Project. As a result, first, Reality-Virtual Media Connection System is composed with motion tracking system and projection mapping system. Second, each dance piece has various and unique Reality-Virtual Media Connection System. It has influenced on movement and its subjects. Therefore it is suggested to use Reality-Virtual Media Connection System actively by developing of artificial intellectual, awaring potential of internet of things for motion tracking, and increasing communication between dancers and engineers. It is necessary to proceed supplement research on more cases.

A New Paradigm in the Distribution of Sport Contents: Sports as a New Media (스포츠 콘텐츠 유통의 새로운 패러다임: 스포츠의 뉴미디어화)

  • Park, Seong-Hee;Han, Seung-Jin;Seo, Won-Jae
    • Journal of Distribution Science
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    • v.15 no.10
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    • pp.93-103
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    • 2017
  • Purpose - Sports and the media have been developed together through a close relationship. During the past decade, the media landscape and the coverage of sports events have been changed. Sports fans can use the sports content at the time they want, on the platform they prefer. Furthermore, thanks to the advanced information technology, sports fans are likely to be more engaged in sport in communication technology-friendly stadium. However, the literature on the relationship between sports and the media has heavily focused on the differences of media types, clear distinction between media suppliers and consumers, and the limited media extension. Given the limitation of prior research, therefore, it has not fully reflected the change in society and culture, the importance of media recipients or consumers, and the mediating characteristic of the media. In order to generate further insights for sport media related industry and its society, it is necessary to comprehend the contemporary phenomena of real world situation in new media and sport and to discuss how new media influence sport and how their relationship is changing in managerial context. The purpose of this study is to identify new media cases as distribution channels in sports context and is to develop insights by discussing its role and meaning of new media in sport society. Research design, data, and methodology - The study employed the theory-centered review and case analysis. In order to explain phenomena of the role of new media in contemporary sport and to generate related insights in sport context, the study reviewed the new media cases applied in sport industry and interpreted their meaning by employing medium theory, remediation theory, and new media theory. Results - The study discussed the limitation of prior sport media research and identified the characteristics of sport as new media such as remediating, extending sensory organs, reiterating physical space and electronic space. Conclusions - The study derived the characteristics of sport as new media, in a sport setting, and through sports settings. Findings would assist to comprehend the role of new media in spectating sport and provide insights for sport media study.

Hypostereoscopic condition in mobile stereoscopy

  • Lee, Kwang-Hoon;Kim, Dong-Wook;Kwon, Yong-Moo;Hur, Nam-Ho;Kim, Sung-Kyu
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1103-1106
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    • 2009
  • In this paper, we investigated the properties of hypostereoscopic condition in mobile circumstance and simulated the main factors to embody an effective presence to the reconstructed depth image, which are both the limited disparity for fusible stereo and the object space possible for quantifying.

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Design and Analysis of Business Model using Mobile RFID in the Exhibition Space and its Cases (모바일 RFID에 기반한 유비쿼터스 전시공간 비즈니스 모델 설계 및 사례 연구)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.47-68
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    • 2008
  • The aim of this research is to develop a new business model using mobile RFID in exhibition spaces such as museums and art galleries. Using mobile RFID, the exhibition space is expected to be evolved from a simple media space only for the exhibition to an extended space integrating media, commerce and entertainment. This paper proposes a u-Exhibition business model and its scenario in the u-Exhibition space. We discuss the real-world issues for the implementation and show the ways of investigating working conditions for the business model through revenue simulation and analyzing the expected value of tag installed on the exhibition space by so-called 'tag evaluation model.'

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6G in the sky: On-demand intelligence at the edge of 3D networks (Invited paper)

  • Strinati, Emilio Calvanese;Barbarossa, Sergio;Choi, Taesang;Pietrabissa, Antonio;Giuseppi, Alessandro;De Santis, Emanuele;Vidal, Josep;Becvar, Zdenek;Haustein, Thomas;Cassiau, Nicolas;Costanzo, Francesca;Kim, Junhyeong;Kim, Ilgyu
    • ETRI Journal
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    • v.42 no.5
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    • pp.643-657
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    • 2020
  • Sixth generation will exploit satellite, aerial, and terrestrial platforms jointly to improve radio access capability and unlock the support of on-demand edge cloud services in three-dimensional (3D) space, by incorporating mobile edge computing (MEC) functionalities on aerial platforms and low-orbit satellites. This will extend the MEC support to devices and network elements in the sky and forge a space-borne MEC, enabling intelligent, personalized, and distributed on-demand services. End users will experience the impression of being surrounded by a distributed computer, fulfilling their requests with apparently zero latency. In this paper, we consider an architecture that provides communication, computation, and caching (C3) services on demand, anytime, and everywhere in 3D space, integrating conventional ground (terrestrial) base stations and flying (non-terrestrial) nodes. Given the complexity of the overall network, the C3 resources and management of aerial devices need to be jointly orchestrated via artificial intelligence-based algorithms, exploiting virtualized network functions dynamically deployed in a distributed manner across terrestrial and non-terrestrial nodes.

Design And Performance Evaluation of Fault-Tolerant Continuous Media Storage System Based on $PRR_gp$ ($PRR_gp$ 기반 결함허용 연속 매체 저장시스템의 설계와 성능평가)

  • O, Yu-Yeong;Kim, Seong-Su
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.4
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    • pp.1290-1298
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    • 2000
  • Multimedia Systems such as VOD(Video On Demand) and MOD (Multimedia On Demand) need to support continuous media operations which are randomly called by concurrent users and require that stored media be accessed in real-tim. To satisfy such a requirements, disk arrays consisting of multiple disks are generally used as storage systems. Under the real-time environments to provide users with accessing continuous media in the parallel and concurrent manner, storage systems should be able to deal with user requests independently. In this paper, we present a new fault-tolerant continuous media storage system called PADA(PRR\ulcorner bAsed Disk Array), which is based on a PRR\ulcorner (Prime Round Robin with Grouped Parties) disk placement scheme with enhanced reliability nd load-balancing. We have compared and evaluated the storage space overhead for fault-tolerance, the reliability of diks array systems, the degree of disk load0-balancing, the demanded buffer space, the maximum number of users being capable of supporting and the fault recovery overhead for PADA, RAID 5 and Declustered storage systems. According to the results, PADA is the best among them in that PADA satisfies load-balancing more effectively and servces more user in case of arbitrary-rate retrievals.

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