• Title/Summary/Keyword: Video Player

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An Interaction-Based MPEG-4 Player for a PDA (PDA 환경에서의 인터렉션 기반의 MPEG-4 재생기)

  • N., Kim;S., Kim;H., Lee;S., Kim
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.370-373
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    • 2004
  • The rapid proliferation of mobile device such as PDA allows users more ubiquitous access to multimedia information. The user mobility provides users a uniform vision of their preferred working environment independently of their current points of attachment. Supporting the user mobility requires the Player capable of efficiently presenting the multimedia contents. MPEC-4 provides not only the description for coding audio and video (as its predecessors MPEG-1 and MPEG-2), but also for coding images, animations, interactivity and protecting content. With MPEG-4, we present interactive media using multiple objects - audio, video, image, 2D geometry, and text - in a single format. Therefore we propose the MPEC-4 Player for PDA. The proposed MPEG-4 Player for PDA supports mobility, portability and personality.

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Implementation of an Android Video Player (동영상 재생 안드로이드 프로그램 구현)

  • Yim, Jae-Geol;Lee, Gyeong-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.333-334
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    • 2011
  • 본 논문은 동영상 재생 안드로이드 프로그램 구현 사례를 소개한다. 이를 위하여 동영상 스트리밍 서버도 구축하였고, 코덱도 사용하였다. 근래에 인터액티브 동영상에 대한 관심이 큰데, 본 연구는 이러한 콘텐츠 개발의 첫 걸음이다.

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Video Quality Representation Classification of Encrypted HTTP Adaptive Video Streaming

  • Dubin, Ran;Hadar, Ofer;Dvir, Amit;Pele, Ofir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.3804-3819
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    • 2018
  • The increasing popularity of HTTP adaptive video streaming services has dramatically increased bandwidth requirements on operator networks, which attempt to shape their traffic through Deep Packet inspection (DPI). However, Google and certain content providers have started to encrypt their video services. As a result, operators often encounter difficulties in shaping their encrypted video traffic via DPI. This highlights the need for new traffic classification methods for encrypted HTTP adaptive video streaming to enable smart traffic shaping. These new methods will have to effectively estimate the quality representation layer and playout buffer. We present a new machine learning method and show for the first time that video quality representation classification for (YouTube) encrypted HTTP adaptive streaming is possible. The crawler codes and the datasets are provided in [43,44,51]. An extensive empirical evaluation shows that our method is able to independently classify every video segment into one of the quality representation layers with 97% accuracy if the browser is Safari with a Flash Player and 77% accuracy if the browser is Chrome, Explorer, Firefox or Safari with an HTML5 player.

Implementation of Sports Video Clip Extraction Based on MobileNetV3 Transfer Learning (MobileNetV3 전이학습 기반 스포츠 비디오 클립 추출 구현)

  • YU, LI
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.897-904
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    • 2022
  • Sports video is a very critical information resource. High-precision extraction of effective segments in sports video can better assist coaches in analyzing the player's actions in the video, and enable users to more intuitively appreciate the player's hitting action. Aiming at the shortcomings of the current sports video clip extraction results, such as strong subjectivity, large workload and low efficiency, a classification method of sports video clips based on MobileNetV3 is proposed to save user time. Experiments evaluate the effectiveness of effective segment extraction. Among the extracted segments, the effective proportion is 97.0%, indicating that the effective segment extraction results are good, and it can lay the foundation for the construction of the subsequent badminton action metadata video dataset.

Design and Implementation of Multi-View 3D Video Player (다시점 3차원 비디오 재생 시스템 설계 및 구현)

  • Heo, Young-Su;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.258-273
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    • 2011
  • This paper designs and implements a multi-view 3D video player system which is operated faster than existing video player systems. The structure for obtaining the near optimum speed in a multi-processor environment by parallelizing the component modules is proposed to process large volumes of multi-view image data at high speed. In order to use the concurrency of bottleneck, we designed image decoding, synthesis and rendering modules in a pipeline structure. For load balancing, the decoder module is divided into the unit of viewpoint, and the image synthesis module is geometrically divided based on synthesized images. As a result of this experiment, multi-view images were correctly synthesized and the 3D sense could be felt when watching the images on the multi-view autostereoscopic display. The proposed application processing structure could be used to process large volumes of multi-view image data at high speed, using the multi-processors to their maximum capacity.

Effects of Sports Video using Motion Estimation and Image Characteristics (움직임추정 및 영상특성을 이용한 스포트 영상효과)

  • 이상길;팔목신행
    • Journal of Broadcast Engineering
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    • v.1 no.1
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    • pp.55-61
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    • 1996
  • We propose an algorithm for video effects of sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as 'vault' is broadcasted. It records the image sequences while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as 'Multi-Motion' has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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A Study on the Shooting Traning of Basketball Sports Club using Video File (영상 자료를 활용한 학생 농구부 슈팅 훈련 지도방안)

  • Kim, Semin;Lee, Gyujeong;Lee, Jeongwon;Jeon, Byungil;Hong, Ki-Cheon;You, Kangsoo;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.382-384
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    • 2019
  • In this study, we analyzed the angle of shooting based on the footage of shooting training of basketball student athletes taken by the basketball team leaders. In the shooting video, the shot height of the player and the trajectory of the ball were drawn through a solid line, and the player was shown to guide the player to adjust the angle of projection to a situation where the success rate was higher. Through this study, the video shows that efficient guidance can be made available to basketball players.

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An Implementation of an Open Source Based H.264 Video Player for Bluetooth Input (블루투스 입력의 오픈 소스기반 H.264 비디오 플레이어의 구현)

  • Park, Taejun;cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.193-195
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    • 2009
  • Bluetooth is a popluar wireless data transmission method with low power consumption. In this paper, we present a open source based player of video stream encoded by H.264 codec, which is transmitted via Bluetooth. An open source JM is used for H.264 decoding and modified for reading H.264 encoded data via Bluetooth. For display of decoded video data, SDL was utilized.

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Implementation and Test of RELAY Module for Multiple SNS Channels (다중 SNS 채널을 위한 RELAY 모듈의 구현 및 실험)

  • Ahn, Heui-Hak;Lee, Dae-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.362-369
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    • 2018
  • In this paper, we propose a procedure to multiple SNS channels automatic streaming through multiple output channels including the output channel of an external streaming server. The multiple SNS channels automatic streaming server includes an output management module for controlling the transmission of video contents to RELAY module that establish two or more output channels. In this paper, we experimented by separate with HD and FHD video using RELAY module in multiple SNS channel automatic streaming. In stream modules using RELAY module of HD video, when the publisher client and the player client and the RELAY module are 1 channel, the occupancy rate of CPU is 0.6% and the occupancy rate of heap memory is 0.3%(20 Mbyte). When the publisher client and the player client and the RELAY module are 183 channels, the occupancy rate of CPU is 99.9% and the occupancy rate of heap memory is 45.8%(3.7Gbyte). Therefore, the paper is not limited to the size of the streaming server by extending the output channel from which the video is transmitted to the output channel of the external streaming server. And a process of allocating an output channel of an external streaming server to an output channel through which an video is transmitted can be easily performed, so that an efficient output channel management can be performed even when a plurality of videos are transmitted.

Research about VOD Client that use Internal net (Internet망을 이용한 VOD Client에 관한 연구)

  • Seo, Seung-Beom;Hong, Cheol-Ho;Sin, Dong-Uk;Kim, Seon-Ju;Lee, Mu-Jae
    • Proceedings of the KIEE Conference
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    • 2003.11b
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    • pp.211-214
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    • 2003
  • Current VOD embodiment way is embodied using PC base. However, achieved research that embody this by Embedded System that PC base is not. OS of this system used WindowsCE.net and x86core used having built-ined SC1200(National company's Geode's familys) by CPU and memory used 128MByte SDRAM. Used Mpeg Decoder for processing of video data, and used Enthernet Controller for Internet. Composite, component, S-Video of video output section of this system is and select one of these and connect on TV and did so that get into action. Actuality implementation manufactured necessary BIOS, WinodwsCE.NET Porting, DeviceDriver in system development and necessary simple Application in action confirmation, and Video Player used Window Media Player had included to WindowsCE.net. Therefore, treatise that see to supplement shortcomings of VOD service been embodying in current PC in Embedded System's form embody that there is sense do can.

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