• Title/Summary/Keyword: Video Works

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Dividing Occluded Humans Based on an Artificial Neural Network for the Vision of a Surveillance Robot (감시용 로봇의 시각을 위한 인공 신경망 기반 겹친 사람의 구분)

  • Do, Yong-Tae
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.5
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    • pp.505-510
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    • 2009
  • In recent years the space where a robot works has been expanding to the human space unlike traditional industrial robots that work only at fixed positions apart from humans. A human in the recent situation may be the owner of a robot or the target in a robotic application. This paper deals with the latter case; when a robot vision system is employed to monitor humans for a surveillance application, each person in a scene needs to be identified. Humans, however, often move together, and occlusions between them occur frequently. Although this problem has not been seriously tackled in relevant literature, it brings difficulty into later image analysis steps such as tracking and scene understanding. In this paper, a probabilistic neural network is employed to learn the patterns of the best dividing position along the top pixels of an image region of partly occlude people. As this method uses only shape information from an image, it is simple and can be implemented in real time.

Study on a Real-Time Moving Object Tracking System (실시간 영상추적 시스템에 관한 연구)

  • Kim, Young-Wook;Ahn, Do-Rang;Choi, Jae-Guen;Kim, Ji-Hoon;Lee, Dong-Wook
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2594-2596
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    • 2001
  • In this paper, a video tracker with a TMS320C31 DSP is designed and implemented. It is intended to work with PC through PCI Bus and can be used in real-time applications. The DSP board is capable of grabbing image data from camera, and calculating the position of a target, and trackig its movement. The tracking situation can be displayed in a monitor and displacement of the movement is fed back to pan and tilt the camera. Experimental results show that the tracker implemented here works well in real applications.

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A Research on Conceptual Expandability and the Guidelines on Video Analysis of Moving Images from the Perspectives of Objects (오브제 관점에서 본 움직이는 이미지의 개념적 확장성과 영상분석 가이드라인 연구)

  • Lim, Sangguk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1738-1746
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    • 2016
  • This study is on moving images among the various media created by the screen-based image media in the multimedia age. Moving images shown in the image media are reinterpreted in various forms and are necessary to have a conceptual definition as expression media to meet the changes. Therefore, the study identified the conceptual definition of moving images from the perspective of objects, and subdivided them into the visual cognitive area to satisfy the recent characteristics of visual media. It also suggested the guidelines required for analyzing the image media based on the results of the case analysis of 8 different works.

Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.130-145
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    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

Research of the Influences of Doujin Culture in Game Operation

  • Xu, Qingqing;Kwon, Kije
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.85-92
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    • 2022
  • Known as "The Ninth Form of Art", video game is a form of hypermedia art rising in response to the rapid development of modern technology, with millions of fans worldwide. From the perspective of the game market, those games that have high stickiness and a long operating cycle usually have abundant doujin works. As a spontaneous behavior of the players, doujin culture reflects the players' feelings towards and perception of the games, and it reacts upon the original game while relying on it, exerting a far-reaching influence on the operation of game products. We try to analyze the influences of doujin culture on game operation performance, hoping to provide game operators with some useful ideas.

From Multimedia Data Mining to Multimedia Big Data Mining

  • Constantin, Gradinaru Bogdanel;Mirela, Danubianu;Luminita, Barila Adina
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.381-389
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    • 2022
  • With the collection of huge volumes of text, image, audio, video or combinations of these, in a word multimedia data, the need to explore them in order to discover possible new, unexpected and possibly valuable information for decision making was born. Starting from the already existing data mining, but not as its extension, multimedia mining appeared as a distinct field with increased complexity and many characteristic aspects. Later, the concept of big data was extended to multimedia, resulting in multimedia big data, which in turn attracted the multimedia big data mining process. This paper aims to survey multimedia data mining, starting from the general concept and following the transition from multimedia data mining to multimedia big data mining, through an up-to-date synthesis of works in the field, which is a novelty, from our best of knowledge.

Vehicle Classification and Tracking based on Deep Learning (딥러닝 기반의 자동차 분류 및 추적 알고리즘)

  • Hyochang Ahn;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.3
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    • pp.161-165
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    • 2023
  • One of the difficult works in an autonomous driving system is detecting road lanes or objects in the road boundaries. Detecting and tracking a vehicle is able to play an important role on providing important information in the framework of advanced driver assistance systems such as identifying road traffic conditions and crime situations. This paper proposes a vehicle detection scheme based on deep learning to classify and tracking vehicles in a complex and diverse environment. We use the modified YOLO as the object detector and polynomial regression as object tracker in the driving video. With the experimental results, using YOLO model as deep learning model, it is possible to quickly and accurately perform robust vehicle tracking in various environments, compared to the traditional method.

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Design and Implementation of Network-Adaptive High Definition MPEG-2 Streaming employing frame-based Prioritized Packetization (프레임 기반의 우선순위화를 적용한 네트워크 적응형 HD MPEG-2 스트리밍의 설계 및 구현)

  • Park SangHoon;Lee Sensjoo;Kim JongWon;Kim WooSuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10A
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    • pp.886-895
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    • 2005
  • As the networked media technology have been grown in recent, there have been many research works to deliver high-quality video such as HDV and HDTV over the Internet. To realize high-quality media service over the Internet, however, the network adaptive streaming scheme is required to adopt to the dynamic fluctuation of underlying networks. In this paper, we design and implement the network-adaptive HD(high definition) MPEG-2 streaming system employing the frame-based prioritized packetization. Delivered video is inputted from the JVC HDV camera to the streaming sewer in real-time. It has a bit-rate of 19.2 Mbps and is multiplexed to the MPEG-2 TS (MPEG-2 MP@HL). For the monitoring of network status, the packet loss rate and the average jitter are measured by using parsing of RTP packet header in the streaming client and they are sent to the streaming server periodically The network adaptation manager in the streaming server estimates the current network status from feedback packets and adaptively adjusts the sending rate by frame dropping. For this, we propose the real-time parsing and the frame-based prioritized packetization of the TS packet. The proposed system is implemented in software and evaluated over the LAN testbed. The experimental results show that the proposed system can enhance the end-to-end QoS of HD video streaming over the best-effort network.

Comparisons of Color Spaces for Shadow Elimination (그림자 제거를 위한 색상 공간의 비교)

  • Lee, Gwang-Gook;Uzair, Muhammad;Yoon, Ja-Young;Kim, Jae-Jun;Kim, Whoi-Yul
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.610-622
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    • 2008
  • Moving object segmentation is an essential technique for various video surveillance applications. The result of moving object segmentation often contains shadow regions caused by the color difference of shadow pixels. Hence, moving object segmentation is usually followed by a shadow elimination process to remove the false detection results. The common assumption adopted in previous works is that, under the illumination variation, the value of chromaticity components are preserved while the value of intensity component is changed. Hence, color transforms which separates luminance component and chromaticity component are usually utilized to remove shadow pixels. In this paper, various color spaces (YCbCr, HSI, normalized rgb, Yxy, Lab, c1c2c3) are examined to find the most appropriate color space for shadow elimination. So far, there have been some research efforts to compare the influence of various color spaces for shadow elimination. However, previous efforts are somewhat insufficient to compare the color distortions under illumination change in diverse color spaces, since they used a specific shadow elimination scheme or different thresholds for different color spaces. In this paper, to relieve the limitations of previous works, (1) the amount of gradients in shadow boundaries drawn to uniform colored regions are examined only for chromaticity components to compare the color distortion under illumination change and (2) the accuracy of background subtraction are analyzed via RoC curves to compare different color spaces without the problem of threshold level selection. Through experiments on real video sequences, YCbCr and normalized rgb color spaces showed good results for shadow elimination among various color spaces used for the experiments.

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A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.