• Title/Summary/Keyword: Video communication

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Development of University Liberal Education Curriculum for Creating Video Content -Understanding and Production of Video Content- (영상콘텐츠 제작을 위한 대학 교양 커리큘럼 개발 -영상콘텐츠의 이해와 제작-)

  • Park, Sung-Dae
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.792-801
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    • 2020
  • Today, the media environment has changed dramatically with the development of Internet transmission technology, computer performance, and various media production technologies. In particular, video content is widely used every day through mobile device or computer connected to the Internet. In addition, the ability to produce video content today is more important than ever, as the use of video content is also increasing in the area of information delivery and communication over the Internet. In this study, it was developed a liberal education curriculum in universities for the production of video content. The developed curriculum was composed of a combination of an online curriculum for theory and an offline curriculum for practicum. In the online curriculum, a 54 DOOR contents were developed to allow students to learn the theoretical knowledge and basic making techniques related to the production of video content. In an offline 15-week practicum curriculum, it covered the practical training contents of video content production that should be acquired every week. This developed liberal education curriculum aims to give non-major students in universities the opportunity to learn the technology of producing video content and to foster the ability to communicate in the media environment by using the video content produced.

Context-aware Video Surveillance System

  • An, Tae-Ki;Kim, Moon-Hyun
    • Journal of Electrical Engineering and Technology
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    • v.7 no.1
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    • pp.115-123
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    • 2012
  • A video analysis system used to detect events in video streams generally has several processes, including object detection, object trajectories analysis, and recognition of the trajectories by comparison with an a priori trained model. However, these processes do not work well in a complex environment that has many occlusions, mirror effects, and/or shadow effects. We propose a new approach to a context-aware video surveillance system to detect predefined contexts in video streams. The proposed system consists of two modules: a feature extractor and a context recognizer. The feature extractor calculates the moving energy that represents the amount of moving objects in a video stream and the stationary energy that represents the amount of still objects in a video stream. We represent situations and events as motion changes and stationary energy in video streams. The context recognizer determines whether predefined contexts are included in video streams using the extracted moving and stationary energies from a feature extractor. To train each context model and recognize predefined contexts in video streams, we propose and use a new ensemble classifier based on the AdaBoost algorithm, DAdaBoost, which is one of the most famous ensemble classifier algorithms. Our proposed approach is expected to be a robust method in more complex environments that have a mirror effect and/or a shadow effect.

Design and Construction of Fiber Optical Link Application System for Multi-Video Audio Data Transmission (광MVAD(Multi-Video Audio Data)쌍방향 다채널링크시스템 설계)

  • Lee, Jae-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.10
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    • pp.2691-2695
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    • 2009
  • Nowadays Fiber optical communication systems have limitless bandwidth and can be used for transmitting various multimedia data with in real time. It is necessary to construct integrated service systems that can be used in our society whole to communicate multimedia data such as text, image, audio and video data in fiber optic communication systems. In this paper, we have designed and constructed the fiber optical link application system for multi-video/audio data transmission using only one core optical cable upgrading previous fiber optical communication systems based on WDM (Wavelength Division Multiplexer). Using the proposed fiber optical link application system enables us to managing fiber optical communication systems with only one core optical cable using WDM (Wavelength Division Multiplexer) and DEWDM/Wavelength splitter.

Implementation of Hybrid IP-PBX System offer to Voice Conference and Video Conference base on the SIP (SIP 기반 음성 및 화상회의용 하이브리드 IP-PBX 시스템 구현)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.115-122
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    • 2009
  • These day, market demanded to a Video conference systems rapidly increases in our life for cut cost in communication. more and more it will be grow up. but the cost building to a Voice conference and a Video conference is very hight. therefore it is builded around the big company and the public office. so in this study, we have developed to hybrid IP-PBX which is able to a Voice conference and a Video conference with one system. the system developed has the merits to low-price for it's building in a small company. we make proof the performance through the test. with using the hybrid IP-PBX, we can sharply reduce to communication cost.

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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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Implementation of Video Surveillance System with Motion Detection based on Network Camera Facilities (움직임 감지를 이용한 네트워크 카메라 기반 영상보안 시스템 구현)

  • Lee, Kyu-Woong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.169-177
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    • 2014
  • It is essential to support the image and video analysis technology such as motion detection since the DVR and NVR storage were adopted in the real time visual surveillance system. Especially the network camera would be popular as a video input device. The traditional CCTV that supports analog video data get be replaced by the network camera. In this paper, we present the design and implementation of video surveillance system that provides the real time motion detection by the video storage server. The mobile application also has been implemented in order to provides the retrieval functionality of image analysis results. We develop the video analysis server with open source library OpenCV and implement the daemon process for video input processing and real-time image analysis in our video surveillance system.

Hybrid Web-Based Real-Time Video Communication System (하이브리드 웹 기반의 실시간 화상통신 시스템)

  • Ban, Tae-Hak;Cho, Tae-Bum;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1113-1118
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    • 2013
  • Real-time video communication technology of hybrid Web-based using JavaScript and HTML5 today is on the rise. Therefore, in this paper, we have studied the real-time videoo communication technology using a Web browser that supports HTML5. It has been designed and implemented a system based on HTML5 and JavaScript, allowing for video communication of real-time, such as you would using the HTTP/WebSockets and RTC API through the Web servers in the Web browser between different each other, utilizing a Web browser was. It is available in a usable terminal equipment of a Web browser PC or notebook, smart pad, such as a smart phone, which is available without installation, such as a plug-in register or another. In all environments the network is connected, it is available in all terminals use the Web browser is enabled, which will be utilized in the field of video communication in a restricted environment.

Balanced bitrate control of multiple videos in transcoding for multi-view service

  • Gankhuyag, Ganzorig;Choe, Yoonsik
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.168-172
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    • 2015
  • In this paper, a balanced bitrate control in transcoding process based on video complexity measure for multi-view system which simultaneously shows multiple channels or video contents in single screen, is proposed. In order to consider the total quality of multiple video streams, the proposed algorithm reduces the complexity of multiple video stream and video quality differences at the same time by controlling bitrates of each stream by weighting when they are stitched for single screen. For the measure of complexity and quality differences between video streams, two different data: histogram of macroblock type and bitrate for each stream are used. The experimental result indicates that proposed algorithm decreases fluctuation of quality difference between videos in the multi-view system.

One-Click Marketing Solution for Mobile Videos

  • Lee, Jae Seung;Lee, Seung Heon;Jang, Jin Woo;Kim, Hyun Bin;Nam, Ga Young;Lee, Suk Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.71-76
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    • 2019
  • In this paper, we propose a simple one-click marketing solution for mobile devices which can advertise a product which is embedded in a mobile video while watching the video on a smartphone. If a specific product of interest appears in the video to the user, one can simply click on the product in the video and a pop-up window with information about the product is proposed. The implementation of the system is expected to enable users to gain real-time information about the product while watching the video without having to search for the product again after watching the movie, and thereby facilitating more mobile commerce. We use a two-fold system to prevent the failure of tracking which often occurs on a single online tracking system, so that the user cannot always get the commercial product information.

Implementation of Optimized 3D Input & Output Systems for Web-based Real-time 3D Video Communication (웹 기반의 입체 동영상 통신을 위한 3차원 입출력 시스템의 최적화 구현)

  • Ko, Jung-Hwan;Lee, Jung-Suk;An, Young-Hwan
    • 전자공학회논문지 IE
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    • v.43 no.4
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    • pp.105-114
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    • 2006
  • In this paper, 3D input and output systems for a web-based real-time 3D video communication system using IEEE 1394 digital cameras, Intel Xeon Server system and Microsoft Directshow library is proposed. And some conditions for optimizing the operations of the stereo camera, 3D display and signal processing system are analyzed. Input & output systems are carefully selected, which can satisfy the required optimization conditions and the final 3D video communication system is implemented by using three optimized devices. The overall control system is developed with Microsoft Visual C++.Net and Microsoft DirectX 9.1 SDK. Some experimental results show that the observer can feel the natural presence from multi-view(4-view) 3D video of server system in real-time and also can feel the natural presence from 3D video of client system and finally suggest an application possibility of the proposed web-based real-time 3D video communication in real fields.