• Title/Summary/Keyword: Video Works

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Kalman filter based Motion Vector Recovery for H.264 (H.264 비디오 표준에서의 칼만 필터 기반의 움직임벡터 복원)

  • Ko, Ki-Hong;Kim, Seong-Whan
    • The KIPS Transactions:PartD
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    • v.14D no.7
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    • pp.801-808
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    • 2007
  • Video coding standards such as MPEG-2, MPEG-4, H.263, and H.264 transmit a compressed video data using wired/wireless communication line with limited bandwidth. Because highly compressed bit-streams is likely to fragile to error from channel noise, video is damaged by error. There have been many research works on error concealment techniques, which recover transmission errors at decoder side [1, 2]. We designed an error concealment technique for lost motion vectors of H.264 video coding. In this paper, we propose a Kalman filter based motion vector recovery scheme, and experimented with standard video sequences. The experimental results show that our scheme restores original motion vector with more precision of 0.91 - 1.12 on average over conventional H.264 decoding with no error recovery.

Video Stabilization using Phase Correlation and Kalman Filter-Based Motion Prediction (위상상관과 칼만 필터 움직임 예측을 이용한 동영상 안정화)

  • Han, Hag-Yong;Jeong, Hyo-Won;Kang, Bong-Soon;Hur, Kang-In
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.2
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    • pp.106-111
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    • 2009
  • Real-time video stabilization technology is used in correction for the camera vibrations of the hand-held camera by hand or fixed camera by external condition. This paper is about the counterplan to cope with the vibration of the movie generated by the large external cause relatively. we use the movie stabilization parameters with the phase correlation method based the DFT to get the displacements of the current frame to the reference frame. we use the kalman filter for the efficient and stable searching works on the phase correlation map and present the proper conditions for the real-time processing through the experiments. We propose the measure to evaluate the capability of the video stabilizer which is the standard deviation of the brightness of the center block. and compare the capability for the video sequences randomly shifted and the jittered video sequences obtained from camera.

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Content and Trajectory Retrievals of Moving Objects in Video Databases (비디오 데이타베이스에서 이동 객체의 내용 및 궤적 검색)

  • 복경수;유재수
    • Journal of KIISE:Databases
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    • v.31 no.3
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    • pp.219-231
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    • 2004
  • Recently, together with increasing use of multimedia data, many works on moving objects in video databases have been made. Moving objects change visual features and spatial positions with the lapse of time in video data. And they arc related to the other objects or events. In this paper, we propose a new modeling and various query types of moving objects for content based retrieval in video databases. The proposed modeling represents visual features, moving trajectories and semantic contents related to objects. Therefore, it allows to process various query types. And we propose various query operators for the retrieval types. To show the superiority of our modoling, we implement the retrieval systems and compare it with the existing methods in terms of the supporting query types. The proposed method supports various query types and improves the efficiency of the query processing over the existing methods.

PSNR Comparison of DCT-domain Image Resizing Methods (DCT 영역 영상 크기 조절 방법들에 대한 PSNR 비교)

  • Kim Do nyeon;Choi Yoon sik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.10C
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    • pp.1484-1489
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    • 2004
  • Given a video frame in terms of its 8${\times}$8 block-DCT coefncients, we wish to obtain a downsized or upsized version of this Dame also in terms of 8${\times}$8 block DCT coefficients. The DCT being a linear unitary transform is distributive over matrix multiplication. This fact has been used for downsampling video frames in the DCT domains in Dugad's, Mukherjee's, and Park's methods. The downsampling and upsampling schemes combined together preserve all the low-frequency DCT coefficients of the original image. This implies tremendous savings for coding the difference between the original frame (unsampled image) and its prediction (the upsampled image).This is desirable for many applications based on scalable encoding of video. In this paper, we extend the earlier works to various DCT sizes, when we downsample and then upsample of an image by a factor of two. Through experiment, we could improve the PSM values whenever we increase the DCT block size. However, because the complexity will be also increase, we can say there is a tradeoff. The experiment result would provide important data for developing fast algorithms of compressed-domain image/video resizing.

A Study on the Audiovisual Art of Nam June Paik with Focus on Musical Synesthesia (백남준의 오디오비주얼아트 연구 : 음악적 공감각을 중심으로)

  • Yoon, Ji Won
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.603-614
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    • 2020
  • Analyzing various works of Nam June Paik who pioneered the world of video art, we can find a number of audiovisual art pieces - in a broad sense - with the characteristics of "intermedia" that are not clearly identified as one genre. Especially, his career as a musician becomes an important clue for us to discuss the unique originality found in Paik's works. Nevertheless, examples of research that specifically explore how Paik's musicality is reflected in his artistry and could be deeply understood is still rare. This article examines Paik's audiovisual art world, and reviews how his musicality is expressed through the characteristics of media and form, as well as contributed to the ultimate technical and aesthetic realizations of his pieces from the perspective of musical synesthesia. The fact that Paik expanded the concept of music through technology, and fused different media to visualize music, is an important achievement in the context of aesthetic, synesthetic music in the field of audiovisual art.

The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.

Future Trends of Blockchain and Crypto Currency: Challenges, Opportunities, and Solutions

  • Sung, Yunsick;Park, James J.(Jong Hyuk)
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.457-463
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    • 2019
  • The blockchain and crypto currency has become one of the most essential components of a communication network in the recent years. Through communication networking, we browse the internet, make VoIP phone calls, have video conferences and check e-mails via computers. A lot of researches are being conducting to address the blockchain and crypto currency challenges in communication networking and provide corresponding solutions. In this paper, a diverse kind of novel research works in terms of mechanisms, techniques, architectures, and frameworks have been proposed to provide possible solutions against the existing challenges in the communication networking. Such novel research works involve thermal load capacity techniques, intelligent sensing mechanism, secure cloud computing system communication algorithm for wearable healthcare systems, sentiment analysis, optimized resources.

Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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Trends in Multi-Channel Network Industry (MCN 산업 동향 분석)

  • Park, G.M.;Choi, B.C.
    • Electronics and Telecommunications Trends
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    • v.33 no.2
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    • pp.22-29
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    • 2018
  • A multi-channel network(MCN) is an organization that works with video platforms, such as YouTube, to offer assistance to channel owners in areas such as "products, programming, funding, cross-promotion, partner management, digital rights management, monetization/sales, and/or audience development" in exchange for a percentage of the ad revenue from the channel. This paper examines the market trends, business trends, and future evolution of an MCN. It also examines the status of the MCN industry in the media industry and the strategic direction for future industry development.

VirtualDub as a Useful Program for Video Recording in Real-time TEM Analysis (실시간 TEM 분석에 유용한 영상 기록 프로그램, VirtualDub)

  • Kim, Jin-Gyu;Oh, Sang-Ho;Song, Kyung;Yoo, Seung-Jo;Kim, Young-Min
    • Applied Microscopy
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    • v.40 no.1
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    • pp.47-51
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    • 2010
  • The capability of real-time observation in TEM is quite useful to study dynamic phenomena of materials in a certain variable ambience. In performing the experiment, the choice of video recording program is an important factor to obtain high quality of movie streaming. Window Movie Maker (WMM) is generally recommended as a default video recording program if one uses "DV Capture" function in DigitalMicrograph$^{TM}$ (DM) software. However, the image quality does not often satisfy the condition for high-resolution microscopic analysis since the severe information loss in the final result occurs during the conversion process. As a good candidate to overcome this problem, Virtual-Dub is highly recommended since the information loss can be minimized through the streaming process. In this report, we demonstrated how useful VirtualDub works in a high-resolution movie recording. Quantitative comparison of the information quality between the images recorded by each software, WMM and VirtualDub, was carried out based on histogram analysis. As a result, the image recorded by VirtualDub was improved ~13% in brightness and ~122% in contrast compared with the image obtained by WMM at the same imaging condition. Remarkably, the gray gradation (meaning an amount of information) becomes wider up to ~115% than that of the WMM result.