• Title/Summary/Keyword: Video Software Method

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The Production of CD-ROM for the Class and the Development of Effective Master Plan Applied by It -In the Point of Wearing Korean Traditioinal Costume for First Grade of Junior Middle School Students in Home Economics Teaching- (수업용 CD-ROM 제작 및 이를 적용시킨 효과적인 학습지도안 개발 -중학교 1학년 가정 한복 입기를 중심으로-)

  • 이은선;김병미
    • Journal of Korean Home Economics Education Association
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    • v.11 no.2
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    • pp.13-26
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    • 1999
  • The goals of this research are for producing and optimizing the CD-ROM, effective and practical Teaching-Learning method. It consists of Wearing Korean Traditional Costume for the First Grade of Middle School Students in Home Economics Teaching. This research’s summarization is following. First, the multi-media material. CD-ROM making use of Powerpoint. Wearing Korean Traditional Costume, is produced to help the students learn the difficult contents in terms of video and audio. Second, it is introduced the model of Open Education for increasing the efficiency of class. Third, it is developed to proceed the class with the CD-ROM and small group study of place activity. Fourth, it helps students concentrate on the class with proper sound effect whenever the slide films are changed. And it helps to link the web sites related to Korean Traditional Costume. Finally, another kinds of suggestions are following. The effective verification of this software that is tested and applied at the field for a given period will be necessary. And, it is necessary to upgrade for the CD-ROM and the supplementary teaching materials in Korean Traditional Costume education.

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Development of Web-cam Game using Hand and Face Skin Color (손과 얼굴의 피부색을 이용한 웹캠 게임 개발)

  • Oh, Chi-Min;Aurrahman, Dhi;Islam, Md. Zahidul;Kim, Hyung-Gwan;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.60-63
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    • 2008
  • The sony Eytoy is developed on Playstation 2 using webcam for detecting human. A user see his appearance in television and become real gamer in the game. It is very different interface compared with ordinary video game which uses joystick. Although Eyetoy already was made for commercial products but the interface method still is interesting and can be added with many techniques like gesture recognition. In this paper, we have developed game interface with image processing for human hand and face detection and with game graphic module. And we realize one example game for busting balloons and demonstrated the game interface abilities. We will open this project for other developers and will be developed very much.

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Multimedia Contents Design for Early Childhood Education to Traditional Education Theory (전통적 교육이론에 따른 유아교육용 멀티미디어 콘텐츠 설계 방안)

  • Lee, Bumsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.107-117
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    • 2016
  • This study investigates design strategies for improving the educational quality of multimedia contents for early childhood education. It emphasizes both traditional education theory and developmental aspects in its exploration of interactive and educational qualitative multimedia contents for early children. Accordingly, for an effective early childhood education, it is necessary to experience of the playful learning for the conception of ideas and the understanding of the social life. Because this study 1) possibility of multimedia contents for early childhood education, 2) computer application method for early childhood education, 3) examines used in the designing of multimedia contents for early childhood education according to traditional education theory. Multimedia early childhood education system is possible to organize information such as test, image, sound and video based on hyperlink system. I use Microsoft's Ms-office and Asymetrix's ToolBook software that are useful for hyperlink and parameter. Multimedia contents and other pages are used by Dynamic Data Exchange(DDE). Therefore multimedia contents for early childhood education is a useful tool for students of early childhood education department, parents, and children.

Audio Steganography Method Using Least Significant Bit (LSB) Encoding Technique

  • Alarood, Alaa Abdulsalm;Alghamdi, Ahmed Mohammed;Alzahrani, Ahmed Omar;Alzahrani, Abdulrahman;Alsolami, Eesa
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.427-442
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    • 2022
  • MP3 is one of the most widely used file formats for encoding and representing audio data. One of the reasons for this popularity is their significant ability to reduce audio file sizes in comparison to other encoding techniques. Additionally, other reasons also include ease of implementation, its availability and good technical support. Steganography is the art of shielding the communication between two parties from the eyes of attackers. In steganography, a secret message in the form of a copyright mark, concealed communication, or serial number can be embedded in an innocuous file (e.g., computer code, video film, or audio recording), making it impossible for the wrong party to access the hidden message during the exchange of data. This paper describes a new steganography algorithm for encoding secret messages in MP3 audio files using an improved least significant bit (LSB) technique with high embedding capacity. Test results obtained shows that the efficiency of this technique is higher compared to other LSB techniques.

Determining Method of Factors for Effective Real Time Background Modeling (효과적인 실시간 배경 모델링을 위한 환경 변수 결정 방법)

  • Lee, Jun-Cheol;Ryu, Sang-Ryul;Kang, Sung-Hwan;Kim, Sung-Ho
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.59-69
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    • 2007
  • In the video with a various environment, background modeling is important for extraction and recognition the moving object. For this object recognition, many methods of the background modeling are proposed in a process of preprocess. Among these there is a Kumar method which represents the Queue-based background modeling. Because this has a fixed period of updating examination of the frame, there is a limit for various system. This paper use a background modeling based on the queue. We propose the method that major parameters are decided as adaptive by background model. They are the queue size of the sliding window, the sire of grouping by the brightness of the visual and the period of updating examination of the frame. In order to determine the factors, in every process, RCO (Ratio of Correct Object), REO (Ratio of Error Object) and UR (Update Ratio) are considered to be the standard of evaluation. The proposed method can improve the existing techniques of the background modeling which is unfit for the real-time processing and recognize the object more efficient.

Implement of Finger-Gesture Remote Controller using the Moving Direction Recognition of Single (단일 형상의 이동 방향 인식에 의한 손 동작 리모트 컨트롤러 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.91-97
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    • 2013
  • A finger-gesture remote controller using the single camera is implemented in this paper, which is base on the recognition of finger number and finger moving direction. Proposed method uses the transformed YCbCr color-difference information to extract the hand region effectively. The number and position of finger are computer by using a double circle tracing method. Specially, a user continuous-command can be performed repeatedly by recognizing the finger-gesture direction of single shape. The position information of finger enables a user command to amplify a same command in the User eXperience. Also, all processing tasks are implemented by using the Intel OpenCV library and C++ language. In order to evaluate the performance of the our proposed method, after applying to the commercial video player software as a remote controller. As a result, the proposed method showed the average 89% recognition ratio by the user command-mode.

An Algorithm of Fingerprint Image Restoration Based on an Artificial Neural Network (인공 신경망 기반의 지문 영상 복원 알고리즘)

  • Jang, Seok-Woo;Lee, Samuel;Kim, Gye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.530-536
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    • 2020
  • The use of minutiae by fingerprint readers is robust against presentation attacks, but one weakness is that the mismatch rate is high. Therefore, minutiae tend to be used with skeleton images. There have been many studies on security vulnerabilities in the characteristics of minutiae, but vulnerability studies on the skeleton are weak, so this study attempts to analyze the vulnerability of presentation attacks against the skeleton. To this end, we propose a method based on the skeleton to recover the original fingerprint using a learning algorithm. The proposed method includes a new learning model, Pix2Pix, which adds a latent vector to the existing Pix2Pix model, thereby generating a natural fingerprint. In the experimental results, the original fingerprint is restored using the proposed machine learning, and then, the restored fingerprint is the input for the fingerprint reader in order to achieve a good recognition rate. Thus, this study verifies that fingerprint readers using the skeleton are vulnerable to presentation attacks. The approach presented in this paper is expected to be useful in a variety of applications concerning fingerprint restoration, video security, and biometrics.

Salient Object Extraction from Video Sequences using Contrast Map and Motion Information (대비 지도와 움직임 정보를 이용한 동영상으로부터 중요 객체 추출)

  • Kwak, Soo-Yeong;Ko, Byoung-Chul;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1121-1135
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    • 2005
  • This paper proposes a moving object extraction method using the contrast map and salient points. In order to make the contrast map, we generate three-feature maps such as luminance map, color map and directional map and extract salient points from an image. By using these features, we can decide the Attention Window(AW) location easily The purpose of the AW is to remove the useless regions in the image such as background as well as to reduce the amount of image processing. To create the exact location and flexible size of the AW, we use motion feature instead of pre-assumptions or heuristic parameters. After determining of the AW, we find the difference of edge to inner area from the AW. Then, we can extract horizontal candidate region and vortical candidate region. After finding both horizontal and vertical candidates, intersection regions through logical AND operation are further processed by morphological operations. The proposed algorithm has been applied to many video sequences which have static background like surveillance type of video sequences. The moving object was quite well segmented with accurate boundaries.

Copyright Protection for Fire Video Images using an Effective Watermarking Method (효과적인 워터마킹 기법을 사용한 화재 비디오 영상의 저작권 보호)

  • Nguyen, Truc;Kim, Jong-Myon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.579-588
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    • 2013
  • This paper proposes an effective watermarking approach for copyright protection of fire video images. The proposed watermarking approach efficiently utilizes the inherent characteristics of fire data with respect to color and texture by using a gray level co-occurrence matrix (GLCM) and fuzzy c-means (FCM) clustering. GLCM is used to generate a texture feature dataset by computing energy and homogeneity properties for each candidate fire image block. FCM is used to segment color of the fire image and to select fire texture blocks for embedding watermarks. Each selected block is then decomposed into a one-level wavelet structure with four subbands [LL, LH, HL, HH] using a discrete wavelet transform (DWT), and LH subband coefficients with a gain factor are selected for embedding watermark, where the visibility of the image does not affect. Experimental results show that the proposed watermarking approach achieves about 48 dB of high peak-signal-to-noise ratio (PSNR) and 1.6 to 2.0 of low M-singular value decomposition (M-SVD) values. In addition, the proposed approach outperforms conventional image watermarking approach in terms of normalized correlation (NC) values against several image processing attacks including noise addition, filtering, cropping, and JPEG compression.

LCU-Level Rate Control for HEVC Considering Hierarchical Coding Structure (HEVC의 계층적 부호화 구조를 고려한 LCU 단위의 비트율 제어 기법)

  • Park, Dong-Il;Kim, Jae-Gon;Lim, Sung-Chang;Kim, Jong-Ho;Kim, Hui-Yong
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.762-772
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    • 2011
  • In this paper, a method of rate control for constant bitrate (CBR) coding of High Efficiency Video Coding (HEVC) is addressed. The existing rate control of H.264/AVC may not provide exact rate control in the case of hierarchical coding structure since it doesn't consider the characteristics of the hierarchical coding structure. It is expected that a rate control is added to the reference software called HM for CBR encoding in the near future. More accurate rate control may be required in a hierarchical structure of random access (RA) mode defined in the common test condition of HM. In this paper, we propose a method of rate control based on quadratic Rate-Distortion (R-D) model considering temporal layers and frame types in hierarchical coding structure for efficient rate control. In the consideration of the trade-off relationship between the bit fluctuation and the average PSNR, both of frame and coding unit (CU) are set as the basic unit of rate control. The performance of the proposed rate control method is verified by simulations along with the trade-off relationships for the both cases of basic unit.