• Title/Summary/Keyword: Space media

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Scratch Detection Based on Ridge Extraction in Scale Space (Scale Space에서 리지 검출을 통한 스크래치 검출)

  • Kuk, Jung-Gap;Ahn, Jae-Hyun;Cho, Nam-Ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.209-210
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    • 2010
  • 오래된 영상에는 여러 가지 물리적 요인에 의하여 스크래치가 발생하고 이 스크래치는 화질의 열화를 야기한다. 이러한 스크래치는 다양한 길이, 다양한 너비로 발생하므로, 이를 반영하기 위하여 본 논문에서는 스크래치를 리지로 간주하고 scale space에서 리지를 검출한다. 검출된 리지는 영상의 화질이 좋지 않아 조각난 채로 검출되므로 본 논문에서는 검출된 리지를 수직 방향으로 그룹핑하여 최종적으로 스크래치를 검출한다.

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Color Image Enhancement Using Vector Rotation Based on Color Constancy (칼라 항상성에 기초한 벡터 회전을 이용한 칼라 영상 향상)

  • 김경만;이채수;박영식;하영호
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06a
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    • pp.181-185
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    • 1996
  • Color image is largely corrupted by various ambient illumination. However, human perceives always white color as white under any illumination because of a characteristic of human vision, called color constancy. In the conventional algorithm which applied the constancy effect, after the RGB color space is transformed to the IHS(Intensity, Hue, and Saturation) color space, then the hue is preserved and the intensity or the saturation is properly enhanced. Then the enhanced IHS color is reversely transformed to the RGB color space. In this process, the color distortion is included due to the color gamut error. But in the proposed algorithm, there is not transformation. In that, the RGB color is considered as 3 dimensional color vector and we assume that white color is the natural daylight. As the color vector of the illumination can be calculated as the average vector of R, G, and B image, we can achieve the constancy effect by simply rotating the illumination vector to the white color vector. The simulation results show the efficiency of the vector rotating process for color image enhancement.

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Resource Allocation for Networked Virtual Reality Systems (네트워크형 가상현실 시스템에서의 자원할당)

  • 오세웅
    • Journal of Korea Multimedia Society
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    • v.4 no.2
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    • pp.130-135
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    • 2001
  • When a networked virtual reality system handles composite media audio and video as well as three dimensional computer graphics, the quality of the virtual space is greatly affected by the current available network, and end system resources. Even if the network can preserve a certain amount of resources, the required resources change dynamically according to the user\`s navigation of a large virtual space, and then it may decrease the quality of the virtual space. In this paper, a method for resource allocation is proposed and the proposed system copes with the deterioration of quality of virtual spaces in case that the starvation of system resources occurs. The experimental results show that the proposed method is efficient.

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About the residents' attitude for the storage in economical sized housing - For the standardization of storage space in Apartment ( Part I )- (국민주택규모에 있어서 거주자의 수납의식에 관한 연구 - 아파트 수납공간 표준화를 위한 연구 ( I ) - About the residents' attitude for the storage in economical sized housing - For the standardization of storage space in Apartment ( Part I ) ))

  • 정미란
    • Journal of the Korean housing association
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    • v.3 no.1
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    • pp.47-56
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    • 1992
  • This study attempts to fiugure out how residents differentially perceive the storage according to the housing types and sizes. The major findings are as follows: 1) The residents in the tenement house dissatisfy the storage space more than those in the detached house. 2) It is the arrangement that is considered as the most important factor while storaging. 3) It is non-daily goods that is the most difficult item to store. 4) Most information about storage is obtained form mass media.

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The correct depth representation in displayed space at stereoscopy

  • Lee, Kwnag-Hoon;Kim, Dong-Wook;Kim, Soo-Ho;Hur, Nam-Ho;Kim, Sung-Kyu
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.707-709
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    • 2008
  • We proposed the method to present corrected depth cue to an observer by stereoscopic display. It was performed in sequence that designing the displayed space having a constant interval of depth and then defining the object space which had considered to an environment of display and based on computer graphics. Consequently, we had performed a different process of reported existing methods distinctively and taken the result which correctly designed depth cue having linearity whatever various sizes of display would be used.

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Ternary Decomposition and Dictionary Extension for Khmer Word Segmentation

  • Sung, Thaileang;Hwang, Insoo
    • Journal of Information Technology Applications and Management
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    • v.23 no.2
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    • pp.11-28
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    • 2016
  • In this paper, we proposed a dictionary extension and a ternary decomposition technique to improve the effectiveness of Khmer word segmentation. Most word segmentation approaches depend on a dictionary. However, the dictionary being used is not fully reliable and cannot cover all the words of the Khmer language. This causes an issue of unknown words or out-of-vocabulary words. Our approach is to extend the original dictionary to be more reliable with new words. In addition, we use ternary decomposition for the segmentation process. In this research, we also introduced the invisible space of the Khmer Unicode (char\u200B) in order to segment our training corpus. With our segmentation algorithm, based on ternary decomposition and invisible space, we can extract new words from our training text and then input the new words into the dictionary. We used an extended wordlist and a segmentation algorithm regardless of the invisible space to test an unannotated text. Our results remarkably outperformed other approaches. We have achieved 88.8%, 91.8% and 90.6% rates of precision, recall and F-measurement.

3D SCENE EDITING BY RAY-SPACE PROCESSING

  • Lv, Lei;Yendo, Tomohiro;Tanimoto, Masayuki;Fujii, Toshiaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.732-736
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    • 2009
  • In this paper we focus on EPI (Epipolar-Plane Image), the horizontal cross section of Ray-Space, and we propose a novel method that chooses objects we want and edits scenes by using multi-view images. On the EPI acquired by camera arrays uniformly distributed along a line, all the objects are represented as straight lines, and the slope of straight lines are decided by the distance between objects and camera plane. Detecting a straight line of a specific slope and removing it mean that an object in a specific depth has been detected and removed. So we propose a scheme to make a layer of a specific slope compete with other layers instead of extracting layers sequentially from front to back. This enables an effective removal of obstacles, object manipulation and a clearer 3D scene with what we want to see will be made.

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A STUDY ON EDGE ADAPTIVE DEBLOCKING FILTER

  • Matsuo, Shohei;Takamura, Seishi;Yashima, Yoshiyuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.830-833
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    • 2009
  • Deblocking Filter (DF) is newly introduced into H.264/AVC to remove blocky artifacts. It improves the picture quality and the improved picture is set to the frame buffer for motion compensation. As a result, higher coding efficiency is achieved by DF. However, if the original image has heavily-slanted patterns, DF removes the edges to be kept because it is applied only perpendicularly to the block boundaries. In this paper, we propose Edge Adaptive Deblocking Filter (EADF) which is applied not only for the perpendicular but also for several slanted directions to deal with the problem. Simulation results showed us that EADF was especially effective for the sequence "Foreman" with PSNR gain of 0.04 dB.

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Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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The Coming Cyber Society - Types of Multimedia Applications & Services in Japan -

  • Ichinose, Susumu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.1-3
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    • 1998
  • The 21st century will see the formation of a“Cyber society”that, while separate form the real world, will cooperate with it, leading to the further expansion and development of world society. Cyber society allows the formation of virtual space through the connection of multiple computers in a network. In this virtual space, multiple users can communicate with each other and can collect and exchange information while moving about freely and engaging in activities. Three main technologies are vital to the construction of the Cyber society: platform technology for converting multimedia information to optical signals and performing digital processing and communication processing on such signals; communications network technology for transferring these signals from one point to another; and application technology for configuring the Cyber society that will be formed on this network. This paper describes platform technology and network technology with an emphasis on their relationship to application technology for configuring the Cyber society, and will also discuss InterSpace, one of the cyber society platform system of the Cyber society.

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