• Title/Summary/Keyword: Video Works

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A Study on the Male Images shown in the Music Videos Costumes -Focused on the Music Videos produced between 2000 and 2002- (뮤직비디오 의상에 나타난 남성 이미지 연구 -2000년부터 2002년 현재까지-)

  • Do, Heuy;Yang, Sook-Hi
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.27-42
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    • 2004
  • Music videos provide for many others images, alluring the audience to fall in another emotional world, while the sexual images shown in them suggest new images of man and woman. Today, men's images are being interpreted from various viewpoints. As interests in men's fashion are visualized through music video clothing, not only juveniles who want to be identified with the music video images but also adults try to imitate them, and proceed to wear the clothing, obliterating the boundary between 'reality' and 'illusion' and creating new images of men. This study is aimed at reviewing the male images shown in the music videos, particular their clothing, produced between 2000 and 2002. The results of this study could be summarized as follows : 1. Since beginning of the human history, men's image has been characterized by patriarchal system, capitalism, bourgeois class which emerged after industrial revolution and other man-dominant socio-cultural phenomena, such male image are shown in the music video as conservative and dominant image. 2. However, due to the post-modern culture, the power began to be decentralized. while feminism and men's liberation movement gain strength. As a result, women or heterosexuals began to regard men as sexual objects, and such a phenomenon is featured as sexual, bisexual or decadent images in the music videos. 3. On the threshold of the 21st century, music videos have begun to creatively describe men's life, their social conflicts, dreams and hopes and death and thereby. feature men's such images as being destroyed in view of existentialism. The numerous creative men's images interpreted in this way are featured in many music video works only to create playful, cyborg or demonic images using the senses. After all, men's images are featured in the music video costumes in diverse ways ranging from the conventional images to acquiescent images. In addition, various male images are combined with the characteristics of the music videos to be re-created anew. The young men in the our modern age tend to imitate or apply such images to create their own images or individualistic styles. All in all, men's image can be fixed no longer but diversified and fragmented in the new age.

A PDWZ Encoder Using Code Conversion and Bit Interleaver (코드변환과 비트 인터리버를 이용한 화소영역 Wyner-Ziv 부호화 기법)

  • Kim, Jin-Soo;Kim, Jae-Gon;Seo, Kwang-Deok
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.52-62
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    • 2010
  • Recently, DVC (Distributed Video Coding) is attracting a lot of research works since this enables us to implement a light-weight video encoder by distributing the high complex tasks such as motion estimation into the decoder side. In order to improve the coding efficiency of the DVC, the existing works have been focused on the efficient generation of side information (SI) or the virtual channel modeling which can describe the statistical channel noise well. But, in order to improve the overall performance, this paper proposes a new scheme that can be implemented with simple bit operations without introducing complex operation. That is, the performance of the proposed scheme is enhanced by using the fact that the Wyner-Ziv (WZ) frame and side information are highly correlated, and by reducing the effect of virtual channel noise which tends to be clustered in some regions. For this aim, this paper proposes an efficient pixel-domain WZ (PDWZ) CODEC which effectively exploits the statistical redundancy by using the code conversion and Gray code, and then reduces the channel noise by using the bit interleaver. Through computer simulations, it is shown that the proposed scheme can improve the performance up to 0.5 dB in objective visual quality.

A Study on the Composition of the Exhibition space unit in the Minimum Art Museum and Small Art Museum Admitting Multifunction (복합기능을 수용하는 소규모 및 극소규모 미술관의 단위전시공간 구성에 관한 연구)

  • 문정민;안우진;고성룡
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.181-187
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    • 2001
  • The art museum plays a role as a cultural space that can solve the cultural desire of people and see a good art works. It is in exhibition space that they personally exchange the feeling between an art work and a viewer in art museum. The types and works - a fiber, a photo, an establishment that needs many places, devices, a video art, and an action art called "performance", cultural art - are shown in small art museum. Moreover, exhibition spaces are modified into the space of another art activities like dancing, music concerts in small art museum because it has no profit space for diverse art activities. And the exhibition the characters of the exhibition space in small art museum. So, it needs to change the characters of the exhibition space in small art museum. Under these background, this stud\ulcorner surveys and analyzes the exhibits, the organization methods, the modified conditions, and the scale of the existing exhibitional space in small art museum. Therefore, the goal of this study is to suggest the composition of the exhibition space unit considering the function and the multifunction in minimum art museum and small art museum.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Performance Evaluation of Bit Error Resilience for Pixel-domain Wyner-Ziv Video Codec with Frame Difference Residual Signal (화면 간 차이 신호에 대한 화소 영역 위너-지브 비디오 코덱의 비트 에러 내성 성능 평가)

  • Kim, Jin-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.20-28
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    • 2012
  • DVC(Distributed Video Coding) technique is a new paradigm, which is based on the Slepian-Wolf and Wyner-Ziv theorems. DVC offers not only flexible partitioning of the complexity between the encoder and decoder, but also robustness to channel errors due to intrinsic joint source-channel coding. Many conventional research works have been focused on the light video encoder and its rate-distortion performance improvement. However, in this paper, we propose a new DVC codec which is effectively applicable for error-prone environment. The proposed method adopts a quantiser without dead-zone and symmetric Gray code around zero value. Through computer simulations, the proposed method is evaluated by the bit errors position as well as the number of burst bit errors. Additionally, it is shown that the maximum and minimum transmission rate for the given application can be linearly determined by the number of bit errors.

Performance Analysis of Ad hoc Networks on Real world Test-bed for High Speed Video Streaming (고속 영상 데이터 전송을 위한 애드혹 네트워크의 테스트베드 기반 성능 분석)

  • Ahmed, Md Shohel;Yoon, Seokhoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.141-150
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    • 2013
  • Simulation is an important technique to test and verify routing protocol correctness. However, simulation does not guarantee that the protocol works expectedly on a real world environment because it needs to rely on assumptions and simplified properties such as radio characteristics and effects of geographical constraints that may not reflect the real world networking environments. Therefore, a real world experiments are necessary to gain a practical insight into the actual performance of ad hoc networks. In this paper, we build a test-bed to evaluate multi-hop ad hoc networks for high speed video streaming inside a building using AODV-UU routing protocol. Our observation indicates that the considered ad hoc network can provide a sufficient performance for a low rate streaming data in terms of throughput, PDR (Packet delivery ratio) and the average delay.

The Study on the implementation of Portable Http Live Streaming Transmitter based the Embedded Linux (임베디드 리눅스 기반의 휴대용 Http 라이브 스트리밍 전송기 구현에 관한 연구)

  • Lee, Jea-Hee;Cho, Tae-Kyung
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.141-148
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    • 2015
  • In this paper, for developing and implementing the HLS(Http Live Streaming) transmitter based embedded linux which is operated easily and cheap and lower power, portable in all networks and client environments compared to exist video live streaming transmitters. We design the developed HLS transmitter hardware using the Arm11 core and then porting the Embedded Linux OS(Operating System) and implementing the HLS protocol using the open source FFmpeg and Segmenter. For proving the performance of developed HLS transmitter, we make the testing environment for testing the performance of HLS transmitter including the notebook, iPhone, android Phone, Notebook and then analysis the received video in the client displayer. In this paper, we suggest the developed HLS transmitter performance data values higher than the Apple company's HLS recommended specification values and the picture of developed HLS transmitter operation in the testing environment. The application field of this paper result is that the man who works in the emergency situation take HLS and transmit the live emergency situation to the head quarter using this portable HLS.

Rain Detection and Removal Algorithm using Motion-Compensated Non-local Means Filter for Video Sequences (동영상을 위한 움직임 보상 기반 Non-Local Means 필터를 이용한 우적 검출 및 제거 알고리즘)

  • Seo, Seung Ji;Song, Byung Cheol
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.153-163
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    • 2015
  • This paper proposes a rain detection and removal algorithm that is robust against camera motion in video sequences. In detection part, the proposed algorithm initially detects possible rain streaks by using intensity properties and spatial properties. Then, the rain streak candidates are selected based on Gaussian distribution model. In removal part, a non-rain block matching algorithm is performed between adjacent frames to find similar blocks to the block that has rain pixels. If the similar blocks to the block are obtained, the rain region of the block is reconstructed by non-local means (NLM) filter using the similar neighbors. Experimental results show that the proposed algorithm outperforms the previous works in terms of subjective visual quality of de-rained video sequences.

Quantization Level Selection of Intra-Frame for MPEG-4 Video Encoder (MPEG-4 부호화기에서의 인트라 프레임 양자화 레벨 선정)

  • Kim Jeong Woo;Cho Seong Hwan
    • Journal of Korea Multimedia Society
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    • v.8 no.1
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    • pp.9-18
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    • 2005
  • This paper presents the method of calculating the quantization level of the intra-frame in MPEG-4 video encoder. The intra-frame is an essential part in that the quality of the whole GOP is affected by the quality of this frame since the intra-frame, which works as a reference frame within GOP, continuously propagates through other frames. This work proposes how to use bits assigned for gaining the quantization level of the intra-frame, complexity of input images, and GOP structures. The result shows that while existing approaches have the decline in efficiency by using fixed values or show different qualifies depending on the characteristics of the images, the current approach shows the steady results in various images. Comparing with Q2 algorithm obtained in MPEG-4 VM, the approach suggested in this paper gains the benefit of maximum 3.49dB with some variations depending on the characteristics of the images.

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Hand posture recognition robust to rotation using temporal correlation between adjacent frames (인접 프레임의 시간적 상관 관계를 이용한 회전에 강인한 손 모양 인식)

  • Lee, Seong-Il;Min, Hyun-Seok;Shin, Ho-Chul;Lim, Eul-Gyoon;Hwang, Dae-Hwan;Ro, Yong-Man
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1630-1642
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    • 2010
  • Recently, there is an increasing need for developing the technique of Hand Gesture Recognition (HGR), for vision based interface. Since hand gesture is defined as consecutive change of hand posture, developing the algorithm of Hand Posture Recognition (HPR) is required. Among the factors that decrease the performance of HPR, we focus on rotation factor. To achieve rotation invariant HPR, we propose a method that uses the property of video that adjacent frames in video have high correlation, considering the environment of HGR. The proposed method introduces template update of object tracking using the above mentioned property, which is different from previous works based on still images. To compare our proposed method with previous methods such as template matching, PCA and LBP, we performed experiments with video that has hand rotation. The accuracy rate of the proposed method is 22.7%, 14.5%, 10.7% and 4.3% higher than ordinary template matching, template matching using KL-Transform, PCA and LBP, respectively.