• Title/Summary/Keyword: Video production

Search Result 428, Processing Time 0.021 seconds

Toward Occlusion-Free Depth Estimation for Video Production

  • Park, Jong-Il;Seiki-Inoue
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1997.06a
    • /
    • pp.131-136
    • /
    • 1997
  • We present a method to estimate a dense and sharp depth map using multiple cameras for the application to flexible video production. A key issue for obtaining sharp depth map is how to overcome the harmful influence of occlusion. Thus, we first propose to selectively use the depth information from multiple cameras. With a simple sort and discard technique, we resolve the occlusion problem considerably at a slight sacrifice of noise tolerance. However, boundary overreach of more textured area to less textured area at object boundaries still remains to be solved. We observed that the amount of boundary overreach is less than half the size of the matching window and, unlike usual stereo matching, the boundary overreach with the proposed occlusion-overcoming method shows very abrupt transition. Based on these observations, we propose a hierarchical estimation scheme that attempts to reduce boundary overreach such that edges of the depth map coincide with object boundaries on the one hand, and to reduce noisy estimates due to insufficient size of matching window on the other hand. We show the hierarchical method can produce a sharp depth map for a variety of images.

  • PDF

Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.11 no.3
    • /
    • pp.375-388
    • /
    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

  • PDF

Allocation of the skipper's attention depending on the longline fishing process of the coastal composite fishing vessel (연안복합어선의 연승조업과정에 따른 선장의 주의 배분)

  • KIM, Min-Son;HWANG, Bo-Kyu
    • Journal of the Korean Society of Fisheries and Ocean Technology
    • /
    • v.58 no.2
    • /
    • pp.175-184
    • /
    • 2022
  • This study analyzed the allocation of the skipper's attention during fishing operation in the wheelhouse of a Korean coastal composite fishing vessel by using video observation. To summarize the results, the ratio of lookout, radar and GPS monitoring, which is essential for prevention of collision at sea, was significantly lower than that of other fishing operation due to the attention concentration on the work place during hauling line. In order to reduce exposure to risk of collisions due to concentration of attention to certain tasks such as line hauling, it is necessary to develop an alert system that can notify the approach of other ships or obstruction throughout the ship using information from radar or the automatic identification system. In addition, the order of attention allocation to devices and facilities obtained in this study is expected to be used as basic data for device or facility layout based on the principle of usage frequency in designing wheelhouse for coastal composite fishing vessels in the future.

A Clinical Study of Functional Video Production and it's Efficacy (기능성 영상 제작과 그 효능에 대한 실증적 연구)

  • Ro Heon-Jun
    • Journal of Digital Contents Society
    • /
    • v.4 no.1
    • /
    • pp.67-79
    • /
    • 2003
  • With the advent of digital age, we've come to have an affinity with multimedia, in our daily lives, which has the most visual images. Everyday, more than 90 percent of people watch television, and most of them spend their time watching television and use internet for their leisure time activity. Multimedia change and diversify rapidly and have powerful potential. However, it is true that there is a considerable limit in the use of and application for their function. In this study, I've aimed at supporting the potential of therapeutic function which visual images have as the most powerful brain-stimulating-media. In order to accomplish the purpose of this study, I've placed chroma therapy in the element of video production. Thus, I've produced functional videos which shall be the backbone of video therapy. For EEG and psychology test, 1 chose 25 employees as sample group, and testified the potential of it.

  • PDF

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
    • /
    • v.18 no.8
    • /
    • pp.377-383
    • /
    • 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.

Current Status of the Film Development Fund and Plan for Securing Finances (영화발전기금의 현황과 재원조성 방안)

  • Kim, Hyun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.9
    • /
    • pp.550-557
    • /
    • 2019
  • The Film Development Fund was established in 2007 to improve the quality of film arts and promote the Korean film and video industry. As a key resource operated by the Korean Film Council, the film development fund provides various projects including support for the promotion of Korean film creation and production, funding in video-specialized investment associations, export and international exchanges of Korean films, and production of small-scale or short films. This study aims to propose ways to reinvent the film development fund, which is in danger of being depleted. Based on such purpose this study examined the status and problems of the current film development fund and reviewed previous literatures and related discussions. Furthermore, the policies of similar overseas organizations for film promotion including French National Film/Video Center (Centre National du Cinema et de l'image $anim{\acute{e}}e$, CNC) and the British Film Institute (BFI) were reviewed to draw a multi-faceted way to replenish the source of revenue for Korean film development fund.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.178-185
    • /
    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Computer Vision-based Continuous Large-scale Site Monitoring System through Edge Computing and Small-Object Detection

  • Kim, Yeonjoo;Kim, Siyeon;Hwang, Sungjoo;Hong, Seok Hwan
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1243-1244
    • /
    • 2022
  • In recent years, the growing interest in off-site construction has led to factories scaling up their manufacturing and production processes in the construction sector. Consequently, continuous large-scale site monitoring in low-variability environments, such as prefabricated components production plants (precast concrete production), has gained increasing importance. Although many studies on computer vision-based site monitoring have been conducted, challenges for deploying this technology for large-scale field applications still remain. One of the issues is collecting and transmitting vast amounts of video data. Continuous site monitoring systems are based on real-time video data collection and analysis, which requires excessive computational resources and network traffic. In addition, it is difficult to integrate various object information with different sizes and scales into a single scene. Various sizes and types of objects (e.g., workers, heavy equipment, and materials) exist in a plant production environment, and these objects should be detected simultaneously for effective site monitoring. However, with the existing object detection algorithms, it is difficult to simultaneously detect objects with significant differences in size because collecting and training massive amounts of object image data with various scales is necessary. This study thus developed a large-scale site monitoring system using edge computing and a small-object detection system to solve these problems. Edge computing is a distributed information technology architecture wherein the image or video data is processed near the originating source, not on a centralized server or cloud. By inferring information from the AI computing module equipped with CCTVs and communicating only the processed information with the server, it is possible to reduce excessive network traffic. Small-object detection is an innovative method to detect different-sized objects by cropping the raw image and setting the appropriate number of rows and columns for image splitting based on the target object size. This enables the detection of small objects from cropped and magnified images. The detected small objects can then be expressed in the original image. In the inference process, this study used the YOLO-v5 algorithm, known for its fast processing speed and widely used for real-time object detection. This method could effectively detect large and even small objects that were difficult to detect with the existing object detection algorithms. When the large-scale site monitoring system was tested, it performed well in detecting small objects, such as workers in a large-scale view of construction sites, which were inaccurately detected by the existing algorithms. Our next goal is to incorporate various safety monitoring and risk analysis algorithms into this system, such as collision risk estimation, based on the time-to-collision concept, enabling the optimization of safety routes by accumulating workers' paths and inferring the risky areas based on workers' trajectory patterns. Through such developments, this continuous large-scale site monitoring system can guide a construction plant's safety management system more effectively.

  • PDF

A Study on UCC Video Editing for Sensibility Delivery (감성 전달을 위한 UCC 동영상 편집 방안에 관한 연구)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
    • /
    • v.12 no.4
    • /
    • pp.449-456
    • /
    • 2011
  • UCC (User Created Contents) video rapidly rose as key contents of internet pop culture as a medium of 'sensibility delivery' that is created by a user without a commercial purpose. 'Sensibility delivery' is the ultimate purpose of UCC video and it can only be completed with 'well composed' storytelling. However, it is difficult to expect high degree of completion from noncommercial UCC videos due to an instable production environment and many variables. Thus, this study has been suggested 'detailed storytelling editing' process from editing phase in order to minimize problems of instable UCC videos. This suggestion based on actual results and award winning works of UCC videos of a team of research will raise a bond of sympathy, lead creative change, and expand the function of 'sensibility delivery' by increasing the degree of completion of work with unified final cut.

SOA-based Video Service Platform Model Design for Military e-Learning Service (군 원격교육체계를 위한 SOA기반 동영상서비스 플랫폼모델 설계)

  • Kim, Kyung-Rog;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.5
    • /
    • pp.24-32
    • /
    • 2011
  • According to accelerate the convergence of defense and information technology, there is a need for innovative change in Military e-Learning service system. In other words, It has increased the need for system integration based on standards and interoperability to develop into a network-centric information and knowledge. In this study, It would like to introduce an integrated direction Military e-Learning service system on the SOA-based video content services in the operating system for the operating model. SOA is taking advantage in integration and expansion of the unit with a process. Using it, define of video services platform architecture and define of business model based on the Imprimatur model. Based on this, it define the role of actors for video content service in each step of the operating model, that is Production model, Brokerage model and consumption model. In the operating system, it define the functions and data to control and handle the needed functionality for video content services based on the operational model.