• Title/Summary/Keyword: Video media

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HDTV Essential Padding Area in Digital Broadcasting (디지털 방송에서 HDTV 필수 부가영역)

  • Han, Chan-Ho;Yoon, In-Seop
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.853-864
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    • 2017
  • HD padding area is essential redundancy in HD broadcasting. It is possible to use this padding area for the purpose of improving DTV broadcasting services. For utilization of this area, The bit of a service data was converted to black and white $8{\times}8$ block image. Converted block images are compressed with active video and are delivered to a receiver as only DC coefficients in a video stream. video quality is not effected by the proposed method, and service data was perfectly recovered in receiver without errors by using block average and threshold. The proposed utilization of HD essential padding area can possibly overcome the limited transmission stream rate with the bandwidth of HD broadcasting. If service data in transport or video stram were transferred using this padding area, it is possible to improve video quality with expanded video stream rate. Additionally, because the proposed methods are based on well-established standards, it is also useful for world-wide HD broadcasting systems such as ATSC, DVB, and IPTV.

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

The Climax Expression Analysis Based on the Shot-list Data of Movies (영화의 쇼트리스트 데이터를 기반한 클라이맥스 표현 분석)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.965-976
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    • 2016
  • Recently studies about audio-visual immersion are being carried out due to development of digital video but studies analysing quantitatively the content or climax of video has not carried out. The paper is analysed quantitatively by using shot size, camera angle, camera direction and camera position, objective & subjective which is general component of video expression. We can see the climax effects in the video destroying the principles because there is a rule when they use the component. This thesis analyses shot-list based on video expression in existing movies therefore it can analyse quantitatively several method commonly used in order to make the climax. These suggesting method that can find the part of climax based on analysis of shot-list can be used when you search the specific part of video like long movie or when you search the genre of the movie or when you index the genre. Also it can be very effective in various information services companies offering climax movie which is searched.

Convergence Class for Basic Video Grammar and Communication Ability - Through Interview Video Production - (기초 영상 문법과 소통 능력 향상 융합 수업 -인터뷰 영상 제작을 통해-)

  • Kim, Leo;Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.341-349
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    • 2019
  • Today, art education needs education of media image production or media in the extended field. The purpose of this study is to develop the basic visual grammar and communication ability. We developed and applied the teaching plan for the interview video production as the fusion lesson. 3 classes were conducted for 30 middle school students. The results obtained through the analysis of the pre & post questions and student works are as follows. First, the students used the shot size and stable composition through the interview video production. As a result, this class was effective for the acquisition of the basic video grammar. Second, students improved their ability to ask and listen, understand and organize through interview. As a result, students were able to apply the basic video grammar through the interview video production lesson, effectively producing the interview image.

Development of Media Platform for the Multi-Device Converged Services (이종 단말 환경에서의 미디어 서비스 플랫폼 개발)

  • Jeong, Ki-Tae;Kang, Min-Jeong;Lee, Seung-Tak;Jong, Sang-Gug;Kim, Chung-Il
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.173-175
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    • 2007
  • So far, almost all IP media services are targeted to the specific devices, for example, IPTV services are mainly for TV, and social community services are mainly for PC etc.. This paper describes newly developed media service platform in which the high quality video services can be provided not only to the TV or PC but also to the PMP(Portable Media Player) and even to the mobile phone. The major technical issues of the service platform are synchronization of contents among the different devices and high quality TV grade video display in PMP device. We confirmed successful operation of multi-device converged services in the developed media platform. We also have a trial service plan in Gwangju city at the end of this year.

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Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

A Proposal for Zoom-in/out View Streaming based on Object Information of Free Viewpoint Video

  • Seo, Minjae;Paik, Jong-Ho;Park, Gooman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.929-946
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    • 2022
  • Free viewpoint video (FVV) service is an immersive media service that allows a user to watch it from a desired location or viewpoint. It is composed of various forms according to the direction of the viewpoint of the provided video, and includes zoom in/out in the service. As consumers' demand for active watching is increasing, the importance of FVV services is expected to grow gradually. However, additional considerations are needed to seamlessly stream FVV service. FVV includes a plurality of videos, video changes may occur frequently due to movement of the viewpoint. Frequent occurrence of video switching or re-request another video can cause service delay and it also can lower user's quality of service (QoS). In this case, we assumed that if a video showing an object that the user wants to watch is selected and provided, it is highly likely to meet the needs of the viewer. In particular, it is important to provide an object-oriented FVV service when zooming in. When video zooming in in the usual way, it cannot be guaranteed to zoom in around the object. Zoom function does not consider about video viewing. It only considers the viewing screen size and it crop the video view as fixed screen location. To solve this problem, we propose a zoom in/out method of object-centered dynamic adaptive streaming of FVV in this paper. Through the method proposed in this paper, users can enjoy the optimal video service because they are provided with the desired object-based video.

Repetitive Delivery Scheme for Left and Right Views in Service-Compatible 3D Video Service

  • Yun, Kugjin;Cheong, Won-Sik;Lee, Jinyoung;Kim, Kyuheon;Lee, Gwangsoon;Hur, Namho
    • ETRI Journal
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    • v.36 no.2
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    • pp.264-270
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    • 2014
  • This paper introduces a novel repetitive delivery scheme for the left and right views in service-compatible (SC) 3D video that provides full backward compatibility to a legacy DTV system while retaining HD 3D visual quality without additional bandwidth or a codec over the legacy broadcasting channel. The proposed SC delivery scheme transmits individual view sequences of a 3D video in interlaced form, that is, a left-view sequence of a 3DTV program to be used repeatedly is transmitted first and stored locally, and the right-view sequence of the 3D program is then transmitted. This paper specifically describes the signaling, synchronization, and storage format methods used to validate the proposed SC delivery scheme. The experiment results show that the proposed SC delivery scheme can be effectively applied for an SC 3DTV service without degrading the DTV quality using only legacy DTV platforms.

BI-DIRECTIONAL TRANSPORT AND NETWORKED DISPLAY INTERFACE OF UNCOMPRESSED HD VIDEO

  • Park, Jong-Churl;Jo, Jin-Yong;Goo, Bon-Cheol;Kim, Jong-Won
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.184-188
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    • 2009
  • To interactively share High Definition (HD)-quality visualization over emerging ultra-high-speed network infrastructure, several lossless and low-delay real-time media (i.e., uncompressed HD video and audio) transport systems are being designed and prototyped. However, most of them still rely on expensive hardware components. As an effort to reduce the building cost of system, in this paper, we propose the integration of both transmitter and receiver machines into a single bi-directional transport system. After detailed bottleneck analysis and subsequent refinements of embedded software components, the proposed integration can provide Real-time Transport Protocol (RTP)-based bi-directional transport of uncompressed HD video and audio from a single machine. We also explain how to interface the Gbps-bandwidth display output of uncompressed HD media system to the networked tiled display of 10240 $\times$ 3200 super-high-resolution. Finally, to verify the feasibility of proposed integration, several prototype systems are built and evaluated by operating them in several different experiment scenarios.

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