• Title/Summary/Keyword: Video media

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Implementing 3DoF+ 360 Video Compression System for Immersive Media (실감형 미디어를 위한 3DoF+ 360 비디오 압축 시스템 구현)

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.743-754
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    • 2019
  • System for three degrees of freedom plus (3DoF+) and 6DoF requires multi-view high resolution 360 video transmission to provide user viewport adaptive 360 video streaming. In this paper, we implement 3DoF+ 360 video compression system which removes the redundancy between multi-view videos and merges the residual into one video to provide high quality 360 video corresponding to an user's head movement efficiently. Implementations about 3D warping based redundancy removal method between 3DoF+ 360 videos and residual extraction and merger are explained in this paper. With the proposed system, 20.14% of BD-rate reduction in maximum is shown compared to traditional high-efficiency video coding (HEVC) based system.

The Relationship between Youtube Music Video Views and Visual Characteristic: Focused on K-pop Music Video (유튜브 뮤직 비디오의 조회수와 시각적 연출 특성의 관계에 대한 연구 : 케이팝 뮤직 비디오를 중심으로)

  • Kang, Yun-Hoo;Park, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.63-75
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    • 2020
  • This paper researches the relationship between Youtube K-pop music video views and visual characteristics. K-pop music video, which is the subject of study has intrigued the world since 'Gangnam Style' became Youtube's most viewed video in 2012. This paper questions the existence of element that are related to music video views which is not externally visible and the availability of the discovering the specific element. Previous studies had difficulty in searching the inherent elements of the music video associated with views because they chose a research method that compares music videos based on one or two pieces of work and had a biased result. Therefore, this paper goals to divide nine music videos according to the number of views in three groups and analyze their visual characteristics to find out the differences between the groups and their each features. This paper will contribute to the development of music video field in Youtube market where the number of views is getting more important recently.

360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

The Effects of Advertising with Social Media Participation Attitude as Fashion Brand Communities and UCC (패션브랜드 커뮤니티와 동영상 UCC 소셜 미디어 참여행동이 광고효과에 미치는 영향)

  • Lee, Ji-Hyun;Lee, Seung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.8
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    • pp.877-889
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    • 2011
  • This study investigates the effects of social media's fashion advertisements. A survey was taken among men and women in their twenties who had experiences with fashion brand social media. A total of 270 questionnaires were used in this analysis. The results are as follows: First, the factors of content and pursuit of information had positive (+) impacts on advertisement attitude for both men and women in the fashion brand communities. Only the pursuit of information had positive (+) effects on men's brand attitude; however, economy, self-satisfaction, and the pursuit of information influenced women's brand attitude and purchase intention. Secondly, in fashion brand video UCCs, pursuit of information and the formation of relationships had positive (+) impacts on men and women, respectively. The formation of relationships had positive (+) impacts on men's brand attitude; however, the formation of relationships and the pursuit of information influenced women's brand attitude. The pursuit of information and formation of relationships had a positive (+) influences on men's and women's purchase intention, respectively. Men had differences in the pursuit of information and advertisement attitude in the two types of fashion brand communities and video UCCs; however, women had differences in economy and self-satisfaction, advertisement attitude, and brand attitude in the two types. The study results provide basic data by examining men and women in their twenties who have easy access to the Internet for advertisement attitude, brand attitude, and purchase intention in social media as an online fashion advertising media as well as useful information for establishing marketing strategies.

A Study of Real-Time Video Streaming Data Service on the Linux Server (리눅스 서버를 이용한 동영상 데이터 실시간 스트리밍 서비스 연구)

  • Jang, Seung-Ju;Heo, Won-Yeong;Yoo, Hyun-Min;Lee, Chang-Hoon;Shin, Woo-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.893-901
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    • 2013
  • This paper suggests a method of developing live media streaming service through Linux server system on android system environment. The android application constructed in the experiment is able to record media while sending it to Linux server. Generated real time media data is send to linux server through Multipart Request class of Apache Tomcat server constructed on Linux system. Also in this research, by utilizing Android video player and media player class, development of android application structures was accomplished, which has methods of; playing live media stream data on video server, or playing live media stream data while saving stream data in cache. The structure and function of suggested system and application is confirmed by series of experiments.

The Influence of Lifestyle and Importance of Store Attribute upon Fashion Store Selection of Adolescence Consumers (청년기 소비자의 라이프스타일과 점포속성 중요도가 패션점포선택에 미치는 영향 -대형점포를 중심으로-)

  • 이은실;이선재
    • Journal of the Korean Society of Costume
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    • v.54 no.1
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    • pp.53-68
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    • 2004
  • The purposes of this study were to classify the contents of lifestyle of adolescence consumers, to examine the differences of lifestyle, importance of store attribute, preference of fashion store according to demographic variables, to test preference of fashion store and lifestyle, preference of fashion store, and to examine how the preference of fashion store was influenced by lifestyle, importance of store attribute, and demographic variables. Subjects were 317 adolescence consumers(13-24 years) in Seoul, Korea. Preference of imported & brand goods, orientation of fashion & beauty life, and family orientation had a direct effect on preference of department store($R^2$=.129). Sex had an indirect effect on preference of department store through orientation of fashion & beauty life. Search of video media & information and age(-) had a direct effect on preference of entertainment shopping center($R^2$=.150). Orientation of fashion & beauty life(-), sales promotion, sex, and reasonable consumption had a direct effect on preference of discount store(R =$^2$.109). Sex(-) had an indirect discount store through orientation of fashion & beauty life, and sex(-), search of video media & information, age(-), and reasonable consumption did through sales promotion. Sales promotion, preference of imported & brand goods(-), and store atmosphere(-) had a direct effect on preference of traditional market($R^2$=.060). Sex(-), age(-), search of video media & information, and reasonable consumption had an indirect effect on preference of traditional market through sales promotion, and search of video media & information, reasonal consumption, and acceptance of foreign culture did through store atmosphere.

A Study for Depth-map Generation using Vanishing Point (소실점을 이용한 Depth-map 생성에 관한 연구)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.329-338
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    • 2011
  • Recent augmentation reality demands more realistic multimedia data with the mixture of various media. High-technology for multimedia data which combines existing media data with various media such as audio and video dominates entire media industries. In particular, there is a growing need to serve augmentation reality, 3-dimensional contents and realtime interaction system development which are communication method and visualization tool in Internet. The existing services do not correspond to generate depth value for 3-dimensional space structure recovery which is to form solidity in existing contents. Therefore, it requires research for effective depth-map generation using 2-dimensional video. Complementing shortcomings of existing depth-map generation method using 2-dimensional video, this paper proposes an enhanced depth-map generation method that defines the depth direction in regard to loss location in a video in which none of existing algorithms has defined.

Fast Content-preserving Seam Estimation for Real-time High-resolution Video Stitching (실시간 고해상도 동영상 스티칭을 위한 고속 콘텐츠 보존 시접선 추정 방법)

  • Kim, Taeha;Yang, Seongyeop;Kang, Byeongkeun;Lee, Hee Kyung;Seo, Jeongil;Lee, Yeejin
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.1004-1012
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    • 2020
  • We present a novel content-preserving seam estimation algorithm for real-time high-resolution video stitching. Seam estimation is one of the fundamental steps in image/video stitching. It is to minimize visual artifacts in the transition areas between images. Typical seam estimation algorithms are based on optimization methods that demand intensive computations and large memory. The algorithms, however, often fail to avoid objects and results in cropped or duplicated objects. They also lack temporal consistency and induce flickering between frames. Hence, we propose an efficient and temporarily-consistent seam estimation algorithm that utilizes a straight line. The proposed method also uses convolutional neural network-based instance segmentation to locate seam at out-of-objects. Experimental results demonstrate that the proposed method produces visually plausible stitched videos with minimal visual artifacts in real-time.

A Study on Negative Word-of-mouth Virality of Social Media Using Big Data Analysis: From the Supply Chain Risk's Perspective (빅데이터 분석을 이용한 소셜 미디어의 부정적 구전 파급력에 관한 연구: 공급사슬 리스크 관점에서)

  • Jeong, EuiBeom
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.2
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    • pp.163-176
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    • 2022
  • As the business ecosystem has become more uncertain, the sources of supply chain risk have also been becoming more diverse. In particular, due to the development of informational technology in recent years, firms need to consider the emerging supply chain risk sources as well as traditional supply chain risk sources. A typical example is negative word-of-mouth by social media. Therefore, we investigated the virality of negative word-of-mouth on manufacturing firms by using YouTube as a representative social media. More specifically, we investigated how the social capital of the video creator influences the virality of negative word-of-mouth and how the emotional tone of the video affects the virality of negative word-of-mouth. In conclusion, the social capital of the video creator influenced the scale and speed of negative word-of-mouth. Furthermore, negative emotion words moderated the relation between the social capital of the video creator and the scale of negative word-of-mouth.

A study on program development for character web drama production (캐릭터 웹드라마 제작을 위한 프로그램 개발 연구)

  • Hyun-soo Lee;Min-Ha Kim;Ji-Won Seo;Sung-Jin Jo;Jong-Won Lee;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.591-596
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    • 2023
  • This study developed a program that can produce videos easily and conveniently, focusing on teenage media producers. Through user research, we identified the needs and problems of teenage producers, and implemented a character customization function desired by users and an emotion and action recommendation system using GPT. In the rendering process, the final image was created by combining audio and video using OpenCV and FFmpeg. Teenage users who do not have expertise in video production can customize web drama characters through a simple interface and receive recommendations for emotions and actions with the help of GPT. The program of this study is expected to be a tool that can help teenage users who do not have expertise in editing and directing to produce high-quality videos, lower the entry barrier to video production, and contribute to the development of the one-person media industry. do. In the future, we plan to provide a video production environment considering mobile or vertical resolution versions.