• Title/Summary/Keyword: Video expression method

Search Result 55, Processing Time 0.025 seconds

Development of Emotional Messenger for IPTV (IPTV를 위한 감성 메신저의 개발)

  • Sung, Min-Young;Paek, Seon-Uck;Ahn, Seong-Hye;Lee, Jun-Ha
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.12
    • /
    • pp.51-58
    • /
    • 2010
  • In the environment of instant messengers, the recognition of human emotions and its automated representation with personalized 3D character animations facilitate the use of affectivity in the machine-based communication, which will contribute to enhanced communication. This paper describes an emotional messenger system developed for the automated recognition and expression of emotions for IPTVs (Internet Protocol televisions). Aiming for efficient delivery of users' emotions, we propose emotion estimation that assesses the affective contents of given textual messages, character animation that supports both 3D rendering and video playback, and smart phone-based input method. Demonstration and experiments validate the usefulness and performance of the proposed system.

The Analysis of Screen Composition Method in 19th Presidential Candidate TV Debates (제19대 대통령후보 TV토론회 화면구성방법 분석)

  • Jang, Byung Min;Hwang, Dong Hyun;Choi, Seong Jhin
    • Journal of Broadcast Engineering
    • /
    • v.25 no.1
    • /
    • pp.67-82
    • /
    • 2020
  • This study is based on the screen composition(shot size, split screen, candidate placement, lighting, stage) that fits the discussion process (round table, sitting, standing method) adopted from the 19th presidential candidates' TV joint discussion to analyze the adequacy and limitations of the methodology(design, candidate background, etc.). In addition, the progress and screen composition of the 45th US Presidential Candidates Debate in 2016 and the 25th Presidential Candidates of France TV Joint Debate in 2017 have been analyzed to compare and contrast the methods used in Korea. Through this, we apply the screening method to the 20th Presidential Candidate TV Joint Debate, which will be held in 2022, to fit the fixed discussion process that can fully identify candidates' qualities, policies, and vision.

Media Expression and Structure Generation under RTSP for Effective Transmission on Mobile Environment with PoC Box system (PoC BoX시스템이 적용된 모바일 환경에서 단말로의 효율적인 전송을 위한 RTSP 기반 미디어 표현 및 구조 생성 방법)

  • Lee, Sung-Jun;Kim, Dae-Won
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.8
    • /
    • pp.1142-1154
    • /
    • 2009
  • The brand new type of mobile terminal services are kept being introduced in accordance with the development of mobile communication technology. Among many kinds of mobile application services, the PoC application standard which is using instant messaging service and group calls method with the existing walkie-talkie technology has been finished as the version 1.0 after tremendously active discussion and is being continued to be confirmed as 2.0 and 2.1. The PoC Box, which is discussed for replacing the PoC client and intermediate object as a voice messaging box, is currently being introduced and the biggest issues for PoC Box technology topics include the part of saved informations' processing and effective multimedia contents' transmission in the PoC Box system. In this research, we propose that the PaC client could effectively transmit the media to the end-user by specifying the playback location or range, focusing on the contents and the methods of dynamic controlling for saved media in PoC Box. This paper deals with the way of dynamic controlling method using the RTSP which is appropriate for PoC Box and the effective method for generation, expression, processing of various multimedia contents including audio and video objects.

  • PDF

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.831-835
    • /
    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

  • PDF

Cuts and Frames as the Segmented Formation of Time and Space : From Prehistory Picture to Hypertext (시간과 공간의 분절(分節)형식으로서의 칸과 틀 : 선사화(先史畵)에서 하이퍼텍스트까지)

  • Lee, Soon-Gu
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.1-17
    • /
    • 2005
  • The image that reflects the lapse of time can only take the form of segmentation originally. All of the fixation status in an image is shown to us as the form of division(segmentation) whether it is the form of two dimensional paintings or three dimensional sculptures, but not the form of video monitors. This kind of method was extremely developed in the cartoon field. Therefore, the cartoon evolves the subjects of events and finds the worth and meaning through the arrangement of cuts. Also, Animation inquires into the principles of attaching the media continuously. The media is represented in the segmentation according to the lapse of time and I tend to analyze the origination of cartoon formation. Consequently, I tired to find the examples of the prehistoric cuts and forms, the divisions of fragmented cartoon stripes, and the cuts and forms which are composed of narrative and descriptive styles of arrangement, and finally can certify and validate them. In summary, the sections and divisions of the variable kinds of cuts and frames for the expression of the time were corroborated. The potentials of the space usage and the diversity of the cartoon formation were also founded and illustrated to suggest the broader stands of cartoon.

  • PDF

An XMT Authoring System supporting Multiple Presentation Environments (다양한 재생 환경을 지원하는 XMT 저작 시스템)

  • 김희선;임영순
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.10 no.3
    • /
    • pp.251-258
    • /
    • 2004
  • The XMT standard is MPEG-4 Scene Description of textual format. It can be utilized to edit the audio/video media for broadcasting and develop the user oriented media contents. This paper proposes XMT authoring system that supports exchange among contents in various presentation environment. The XMT authoring system creates two levels of textual syntax and semantics: XMT-$\alpha$ format and XMT-$\Omega$ format. Because XMT-$\alpha$ and XMT-$\Omega$ have different expression method about an object, the authoring tool offers interface for them. the authoring tool offers interface for them. Also, it defines interior data structure that can support two file formats, and offers the function that transforms XMT-$\alpha$ into BIFS and transforms XMT-$\Omega$ into SMIL or XMT-$\alpha$. It offers interoperability among multimedia data in various environment that is XMT's characteristic.

Video-based Facial Emotion Recognition using Active Shape Models and Statistical Pattern Recognizers (Active Shape Model과 통계적 패턴인식기를 이용한 얼굴 영상 기반 감정인식)

  • Jang, Gil-Jin;Jo, Ahra;Park, Jeong-Sik;Seo, Yong-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.139-146
    • /
    • 2014
  • This paper proposes an efficient method for automatically distinguishing various facial expressions. To recognize the emotions from facial expressions, the facial images are obtained by digital cameras, and a number of feature points were extracted. The extracted feature points are then transformed to 49-dimensional feature vectors which are robust to scale and translational variations, and the facial emotions are recognized by statistical pattern classifiers such Naive Bayes, MLP (multi-layer perceptron), and SVM (support vector machine). Based on the experimental results with 5-fold cross validation, SVM was the best among the classifiers, whose performance was obtained by 50.8% for 6 emotion classification, and 78.0% for 3 emotions.

Production of an Interactive Media Artwork with motif of Characteristics of comets (혜성의 특성을 모티브로 한 인터랙티브 미디어 아트 제작)

  • Lee, O-Jung;Kim, Hyung-Gi
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1529-1535
    • /
    • 2017
  • Due to its unique formation and mystery phenomena, comets is a major motif that inspires various creative fields. Media art that has been developed and expanded in step with the development of modern scientific technology has expressed the unique characteristics of comets such as their structure in the art as a motif, using technologies. This study describes the process of producing "Near by", an distance-recognition interactive media art. offering the audience a chance to create a tail of a comet as they close to it. changes the color of a LED structure representing the nucleus of a comet as the audience approaches it. At the same time, a video of a comet's tail is projected. Through this interaction, the audience will renew their perception on comets and emotionally interact with the art. This work capturing not only the formative characteristics of a comet, but also its forming process as a motif. Such composite way of expressing a motif could be presented as a possibility of extending the expression of the natural phenomenon in the future media art field.

Consumption Desire Reflected in Animation -Focused on Animation 'Wellbuying Shop' (애니메이션에 반영 된 소비욕망 -'Wellbuying Shop 1' 애니메이션을 중심으로)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.154-160
    • /
    • 2006
  • This study is performance thesis to examine structure of excessive consuming culture of modern people's desire turning away from modern people's original purpose of aiming life that is well-being. Method of the research is theological examination of people's desire into consuming and well-being culture is critically analyzed by creation of meanings and differences of showcase that symbolize consuming culture. Also my piece of work 'Well-buying Shop 1' that above theory is applied is selected for focused analysis of concept realization method in video configuration method and technique. The symbol Showcase in the animation represent laboratory of consuming culture and desire for ownership. The animation runs for 3 minutes and 50 seconds focused on animal characters raised in well-being farm. Through cut out animating environment, animal characters have life in the animation and they are completed with long take method and temperament editing type for effort of liberal devotion between audience and the animation. Lithographic technique is used for characters and background images for trial of pictural density by pressures and variety of colors. This study was conducted with the basis of above animation showing opportunity and it has significance on trial of various color of lithographic expression technique that are not commonly used in animation image production.

  • PDF

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
    • /
    • v.7
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF