• Title/Summary/Keyword: Video Images

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Development for Analysis Service of Crowd Density in CCTV Video using YOLOv4 (YOLOv4를 이용한 CCTV 영상 내 군중 밀집도 분석 서비스 개발)

  • Seung-Yeon Hwang;Jeong-Joon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.177-182
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    • 2024
  • In this paper, the purpose of this paper is to predict and prevent the risk of crowd concentration in advance for possible future crowd accidents based on the Itaewon crush accident in Korea on October 29, 2022. In the case of a single CCTV, the administrator can determine the current situation in real time, but since the screen cannot be seen throughout the day, objects are detected using YOLOv4, which learns images taken with CCTV angle, and safety accidents due to crowd concentration are prevented by notification when the number of clusters exceeds. The reason for using the YOLO v4 model is that it improves with higher accuracy and faster speed than the previous YOLO model, making object detection techniques easier. This service will go through the process of testing with CCTV image data registered on the AI-Hub site. Currently, CCTVs have increased exponentially in Korea, and if they are applied to actual CCTVs, it is expected that various accidents, including accidents caused by crowd concentration in the future, can be prevented.

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.723-730
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    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Design and Implementation of Clipcast Service via Terrestrial DMB (지상파 DMB를 이용한 클립캐스트 서비스 설계 및 구현)

  • Cho, Suk-Hyun;Seo, Jong-Soo
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.23-32
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    • 2011
  • Design and Implementation of Clipcast Service via Terrestrial DMB This paper outlines the system design and the implementation process of clipcast service that can send clips of video, mp3, text, images, etc. to terrestrial DMB terminals. To provide clipcast service in terrestrial DMB, a separate data channel needs to be allocated and this requires changes in the existing bandwidth allocation. Clipcast contents can be sent after midnight at around 3 to 4 AM, when terrestrial DMB viewship is low. If the video service bit rate is lowered to 352 Kbps and the TPEG service band is fully used, then 320 Kbps bit rate can be allocated to clipcast. To enable clipcast service, the terminals' DMB program must be executed, and this can be done through SMS and EPG. Clipcast service applies MOT protocol to transmit multimedia objects, and transmits twice in carousel format for stable transmission of files. Therefore, 72Mbyte data can be transmitted in one hour, which corresponds to about 20 minutes of full motion video service at 500Kbps data rate. When running the clip transmitted through terrestrial DMB data channel, information regarding the length of each clip is received through communication with the CMS(Content Management Server), then error-free files are displayed. The clips can be provided to the users as preview contents of the complete VOD contents. In order to use the complete content, the user needs to access the URL allocated for that specific content and download the content by completing a billing process. This paper suggests the design and implementation of terrestrial DMB system to provide clipcast service, which enables file download services as provided in MediaFLO, DVB-H, and the other mobile broadcasting systems. Unlike the other mobile broadcasting systems, the proposed system applies more reliable SMS method to activate the DMB terminals for highly stable clipcast service. This allows hybrid, i.e, both SMS and EPG activations of terminals for clipcast services.

Characterizing Geomorphological Properties of Western Pacific Seamounts for Cobalt-rich Ferromanganese Crust Resource Assessment (서태평양 해저산의 망간각 자원평가를 위한 해저지형 특성 분석)

  • Joo, Jongmin;Kim, Jonguk;Ko, Youngtak;Kim, Seung-Sep;Son, Juwon;Pak, Sang Joon;Ham, Dong-Jin;Son, Seung Kyu
    • Economic and Environmental Geology
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    • v.49 no.2
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    • pp.121-134
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    • 2016
  • We characterize the spatial distribution of Cobalt-rich ferromanganese crusts covering the summit and slopes of a seamount in the western Pacific, using acoustic backscatter from multibeam echo sounders (MBES) and seafloor video observation. Based on multibeam bathymetric data, we identify that ~70% of the summit area of this flattopped seamount has slope gradients less than $5^{\circ}$. The histogram of the backscatter intensity data shows a bi-modal distribution, indicating significant variations in seabed hardness. On the one hand, visual inspection of the seafloor using deep-sea camera data exhibits that the steep slope areas with high backscatter are mainly covered by manganese crusts. On the other hand, the visual analyses for the summit reveal that the summit areas with relatively low backscatter are covered by sediments. The other summit areas, however, exhibit high acoustic reflectivity due to coexistence of manganese crusts and sediments. Comparison between seafloor video images and acoustic backscatter intensity suggests that the central summit has relatively flat topography and low backscatter intensity resulting from unconsolidated sediments. In addition, the rim of the summit and the slopes are of high acoustic reflectivity because of manganese crusts and/or bedrock outcrops with little sediments. Therefore, we find a strong correlation between the acoustic backscatter data acquired from sea-surface multibeam survey and the spatial distribution of sediments and manganese crusts. We propose that analyzing acoustic backscatter can be one of practical methods to select optimal minable areas of the ferromanganese crusts from seamounts for future mining.

Development of an Offline Based Internal Organ Motion Verification System during Treatment Using Sequential Cine EPID Images (연속촬영 전자조사 문 영상을 이용한 오프라인 기반 치료 중 내부 장기 움직임 확인 시스템의 개발)

  • Ju, Sang-Gyu;Hong, Chae-Seon;Huh, Woong;Kim, Min-Kyu;Han, Young-Yih;Shin, Eun-Hyuk;Shin, Jung-Suk;Kim, Jing-Sung;Park, Hee-Chul;Ahn, Sung-Hwan;Lim, Do-Hoon;Choi, Doo-Ho
    • Progress in Medical Physics
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    • v.23 no.2
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    • pp.91-98
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    • 2012
  • Verification of internal organ motion during treatment and its feedback is essential to accurate dose delivery to the moving target. We developed an offline based internal organ motion verification system (IMVS) using cine EPID images and evaluated its accuracy and availability through phantom study. For verification of organ motion using live cine EPID images, a pattern matching algorithm using an internal surrogate, which is very distinguishable and represents organ motion in the treatment field, like diaphragm, was employed in the self-developed analysis software. For the system performance test, we developed a linear motion phantom, which consists of a human body shaped phantom with a fake tumor in the lung, linear motion cart, and control software. The phantom was operated with a motion of 2 cm at 4 sec per cycle and cine EPID images were obtained at a rate of 3.3 and 6.6 frames per sec (2 MU/frame) with $1,024{\times}768$ pixel counts in a linear accelerator (10 MVX). Organ motion of the target was tracked using self-developed analysis software. Results were compared with planned data of the motion phantom and data from the video image based tracking system (RPM, Varian, USA) using an external surrogate in order to evaluate its accuracy. For quantitative analysis, we analyzed correlation between two data sets in terms of average cycle (peak to peak), amplitude, and pattern (RMS, root mean square) of motion. Averages for the cycle of motion from IMVS and RPM system were $3.98{\pm}0.11$ (IMVS 3.3 fps), $4.005{\pm}0.001$ (IMVS 6.6 fps), and $3.95{\pm}0.02$ (RPM), respectively, and showed good agreement on real value (4 sec/cycle). Average of the amplitude of motion tracked by our system showed $1.85{\pm}0.02$ cm (3.3 fps) and $1.94{\pm}0.02$ cm (6.6 fps) as showed a slightly different value, 0.15 (7.5% error) and 0.06 (3% error) cm, respectively, compared with the actual value (2 cm), due to time resolution for image acquisition. In analysis of pattern of motion, the value of the RMS from the cine EPID image in 3.3 fps (0.1044) grew slightly compared with data from 6.6 fps (0.0480). The organ motion verification system using sequential cine EPID images with an internal surrogate showed good representation of its motion within 3% error in a preliminary phantom study. The system can be implemented for clinical purposes, which include organ motion verification during treatment, compared with 4D treatment planning data, and its feedback for accurate dose delivery to the moving target.

Change of Phoria and Subjective Symptoms after Watching 2D and 3D Image (2D와 3D 영상 시청 후 나타난 사위도 및 자각증상의 변화)

  • Kim, Dong-Su;Lee, Wook-Jin;Kim, Jae-Do;Yu, Dong-Sik;Jeong, Eui Tae;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.2
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    • pp.185-194
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    • 2012
  • Purpose: The changes of phoria and subjective asthenopia before and after viewing were compared based on 2D image and two ways of 3D images, and presented for references of 3D image watching and production. Methods: Change in phoria was measured before and after watching 2D image, 3D-FPR and 3D-SG images for 30 minutes with a target of 41 university students at 20-30 years old (male 26, female 15). Paired t-test and Pearson correlation between changed phoria and subjective symptoms which were measured using questionnaires were evaluated by before and after watching each images. Results: Right after watching 2D image, exophoria was increased by 0.5 $\Delta$, in distance and near, but it was not a significant level. Right after watching 3D image, exophoria was increased by 1.0~1.5 $\Delta$, and 1.5~2.0 $\Delta$, in distance and near, respectively when compared with before watching. In the significant level, exophoria tended to increase. Changes in near was increased more by 0.5 $\Delta$, compared with those in distance. Changes based on way of 3D-FPR and 3D-SG image were less than 0.5 $\Delta$, and there was almost no difference. In terms of visual subjective symptoms, eye strain was increased in 3D image compared with that in 2D image. In addition, there was no difference depending on way of image. In terms of Pearson correlation between phoria change and eye strain, as exophoria was increased, eye strain was increased. Conclusions: Watching 3D image increased eye strain compared with watching 2D image, and accordingly exophoria tended to increase.

The Importance of Video Fluoroscopy Swallowing Study for Nasogastric Tube Removal in Rehabilitation Patients (재활치료환자의 비위관(nasogastric tube)제거에 따른 비디오 투시연하검사(VFSS)의 중요성 평가)

  • Jung, Myoyoung;Choi, Namgil;Han, Jaebok;Song, Jongnam;Kim, Weonjin
    • Journal of the Korean Society of Radiology
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    • v.9 no.1
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    • pp.1-7
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    • 2015
  • Acute phase patients who are unconscious and are suffering from cerebral infarction, cranial nerve disorders, or cerebral apoplexy are susceptible to aspiration pneumonia due to dysphagia. In these cases, a nasogastric tube is inserted to supply nutrients. Although bedside screening tests are administered during recovery after rehabilitation, clinical examinations may not be able to ascertain asymptomatic aspiration. Therefore, a video fluoroscopy swallowing study (VFSS) was performed in 10 patients with dysphagia after rehabilitation therapy; these patients had nasogastric tubes inserted, and a rehabilitation specialist assessed the degree of swallowing based on the patients' diet and posture. If aspiration or swallowing difficulties were observed, dysphagia rehabilitation therapy was administered. The patients were reassessed approximately 30-50 days after administration of therapy, based on the patients' condition. If aspiration is not observed, the nasogastric tube was removed. A functional dysphagia scale was used to analyze the VFSS images, and the scores were statistically calculated. The mean score of patients with nasogastric tubes was $49.79{\pm}9.431$, thereby indicating aspiration risk, whereas the group without nasogastric tubes showed a mean score of $11.20{\pm}1.932$, which indicated low risk of aspiration. These results demonstrated that a significantly low score was associated with nasogastric tube removal. Mann-Whitney's test was performed to assess the significance of both the groups, and the results were statistically significant with a P value <0.001. In conclusion, VFSS can effectively assess the movements and structural abnormalities in the oral cavity, pharynx, and esophagus. It can also be used to determine the aspiration status and ascertain the appropriate diet or swallowing posture for the patient. Therefore, VFSS can potentially be used as a reliable standard test to assess swallowing in order to determine nasogastric tube removal.

A Road Luminance Measurement Application based on Android (안드로이드 기반의 도로 밝기 측정 어플리케이션 구현)

  • Choi, Young-Hwan;Kim, Hongrae;Hong, Min
    • Journal of Internet Computing and Services
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    • v.16 no.2
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    • pp.49-55
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    • 2015
  • According to the statistics of traffic accidents over recent 5 years, traffic accidents during the night times happened more than the day times. There are various causes to occur traffic accidents and the one of the major causes is inappropriate or missing street lights that make driver's sight confused and causes the traffic accidents. In this paper, with smartphones, we designed and implemented a lane luminance measurement application which stores the information of driver's location, driving, and lane luminance into database in real time to figure out the inappropriate street light facilities and the area that does not have any street lights. This application is implemented under Native C/C++ environment using android NDK and it improves the operation speed than code written in Java or other languages. To measure the luminance of road, the input image with RGB color space is converted to image with YCbCr color space and Y value returns the luminance of road. The application detects the road lane and calculates the road lane luminance into the database sever. Also this application receives the road video image using smart phone's camera and improves the computational cost by allocating the ROI(Region of interest) of input images. The ROI of image is converted to Grayscale image and then applied the canny edge detector to extract the outline of lanes. After that, we applied hough line transform method to achieve the candidated lane group. The both sides of lane is selected by lane detection algorithm that utilizes the gradient of candidated lanes. When the both lanes of road are detected, we set up a triangle area with a height 20 pixels down from intersection of lanes and the luminance of road is estimated from this triangle area. Y value is calculated from the extracted each R, G, B value of pixels in the triangle. The average Y value of pixels is ranged between from 0 to 100 value to inform a luminance of road and each pixel values are represented with color between black and green. We store car location using smartphone's GPS sensor into the database server after analyzing the road lane video image with luminance of road about 60 meters ahead by wireless communication every 10 minutes. We expect that those collected road luminance information can warn drivers about safe driving or effectively improve the renovation plans of road luminance management.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.