• Title/Summary/Keyword: Video representation

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Design and Implementation of Visual Information Extraction System for Education (학습용 시각 정보 인식 시스템의 설계 및 구현)

  • Shin, Hyunkyung
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.483-488
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    • 2012
  • As propagation of mobile smart devices is widespread, it is an observable trend that the cases of utilizing them are increasing in the school programs, and it is also anticipated that they will be very important part of the educational equipment in near future. For this reason the department of education and science technology has announced a medium and long term project on the education with smart device, which is undergoing the preparation stage, and the various academic and industrial institutes have actively produced the related research results and the application prototypes. In this paper we propose a framework on design and implementation of a visual context recognition system for educational purpose usable in the school program by utilizing a module for recognition of the texts embedded in the image captured by video camera from mobile smart device. The system proposed in this paper is consisted of the four modules, such as, image acquisition, image processing, information extraction, and knowledge representation, which are explained in details with the practical examples.

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Adaptive TBC in Intra Prediction on Versatile Video Coding (VVC의 화면 내 예측에서 적응적 TBC를 사용하는 방법)

  • Lee, Won Jun;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.109-112
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    • 2020
  • VVC uses 67 modes in intra prediction. Most probable mode (MPM) is used to reduce data for the representation of intra prediction mode. If the mode to send exists in the MPM candidate, the index of the MPM list is transmitted. If it does not exist in the MPM candidate, TBC encoding is applied. When TBC is applied in intra prediction, three are selected in order of low number mode and coded into 5 bits. The remaining modes except the mode encoded by 5 bits are encoded by 6 bits. In this paper, we examine the limitations of the TBC used in VVC intra prediction and propose an adaptive method that can encode more efficiently than conventional methods when using TBC in intra prediction. As a result, the coding efficiency of the overall coding performance is 0.01% and 0.04% in AI and RA, respectively, compared with the conventional coding method.

The Research about Color Image Analysis Shown in Automobile Video Advertisement (승용차 영상광고에 나타난 색채적용 분석에 관한 연구)

  • Kang, Min-Gu
    • Cartoon and Animation Studies
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    • s.17
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    • pp.147-161
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    • 2009
  • Colors in design elements are visual non-verbal symbols both sensual and emotional. It is the first priority in the selection of products for the consumers, and also represents differentiated strategies and coherent integration symbols for the brand. Colors in advertising is an important tool to represent the long-term image management for the brand as well as the product image and concept of the advertise. The theme of this paper is to develop creative advertisement analyzing colors from automobile video ads. Analysis results showed that video ads with small cars under 2000cc preferred pastel colors with high saturation and brightness to emphasize on individuality rather than authority. On the other hand video ads with big and luxury cars upper 2000cc preferred dark colors with lower saturation and brightness. Small car video ads focused on product appearance showing the practical value of the car, big luxury car video ads focused on the symbolic image feeling the difference between the representation of the ads. Colors used in advertisement represents the sensitivity of the consumers. In video ads the concept of the color should be set by identifying on who the globule targets are and on what item you show by identifying the corresponding colors sensitivity to suit your advertising strategy will increase the value of the brand and products.

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H.264 Encoding Technique of Multi-view Image expressed by Layered Depth Image (계층적 깊이 영상으로 표현된 다시점 영상에 대한 H.264 부호화 기술)

  • Kim, Min-Tae;Jee, Inn-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.81-90
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    • 2010
  • This paper presents H.264 coding schemes for multi-view video using the concept of layered depth image(LDI) representation and efficient compression technique for LDI. After converting those data to the proposed representation, we encode color, depth, and auxiliary data representing the hierarchical structure, respectively, Two kinds of preprocessing approaches are proposed for multiple color and depth components. In order to compress auxiliary data, we have employed a near lossless coding method. Finally, we have reconstructed the original viewpoints successfully from the decoded approach that is useful for dealing with multiple color and depth data simultaneously.

Consistency of Responses to Affective Stimuli Across Individuals using Intersubject Representational Similarity Analysis based on Behavioral and Physiological Data (참가자 간 표상 유사성 분석을 이용한 정서 자극 반응 일치성 비교: 행동 및 생리 데이터를 기반으로)

  • Junhyuk Jang;Hyeonjung Kim;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.3-14
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    • 2023
  • This study used intersubject representational similarity analysis (IS-RSA) to identify participant-response consistency patterns in previously published data. Additionally, analysis of variance (ANOVA) was utilized to detect any variations in the conditions of each experiment. In each experiment, a combination of ASMR stimulation, visual and auditory stimuli, and time-series emotional video stimulation was employed, and emotional ratings and physiological measurements were collected in accordance with the respective experimental conditions. Every pair of participants' measurements for each stimulus in each experiment was correlated using Pearson correlation coefficient as part of the IS-RSA. The results of study revealed a consistent response pattern among participants exposed to ASMR, visual, and auditory stimuli, in contrast to those exposed to time-series emotional video stimulation. Notably, the ASMR experiment demonstrated a high level of response consistency among participants in positive conditions. Furthermore, both auditory and visual experiments exhibited remarkable consistency in participants' responses, especially when subjected to high arousal levels and visual stimulation. The findings of this study confirm that IS-RSA serves as a valuable tool for summarizing and presenting multidimensional data information. Within the scope of this study, IS-RSA emerged as a reliable method for analyzing multidimensional data, effectively capturing and presenting comprehensive information pertaining to the participants.

Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character (판타지 온라인 게임의 캐릭터에 관한 초현실주의의 표현 특징 분석)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.3-12
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    • 2005
  • Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.

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Current Status, Challenges, and Suggestions for Utilizing Daesoon Jinrihoe's Video Content: Focusing on the Film, The Road of Peace and Harmony, and the Videos of the Museum of Daesoon Jinrihoe (신종교의 영상 콘텐츠 활용 현황과 과제, 그리고 제언 - 영화 <화평의 길>과 대순진리회박물관의 영상물을 중심으로-)

  • Park Jong-soo
    • Journal of the Daesoon Academy of Sciences
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    • v.48
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    • pp.239-268
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    • 2024
  • Video content is often used as a means of education due to the characteristics of the medium: representation, information delivery, immersion, and experience. In particular, religious films are being used more often in public schools and religious communities to promote understanding and inspiration. The purpose of this study is to examine how Daesoon Jinrihoe utilizes video content via the film, The Road to Peace and Harmony, and the videos that were made for the Museum of Daesoon Jinrihoe Museum. The study will also make suggestions regarding the future use of such contents. In Section 2 of this study, the status of the video contents as currently used by Daesoon Jinrihoe will be examined and analyzed in terms of how the film, The Road to Peace and Harmony, and the videos produced for the Museum of Daesoon Jinrihoe are being utilized. In Section 3, the limitations of Daesoon Jinrihoe's video contents will be considered in that these materials in terms of how these videos are only used within the religious order. There is the potential that such materials could be used in broader society. Lastly, in Section 4, it is proposed that video materials produced by Daesoon Jinrihoe could be used within multicultural religious education in a public setting beyond mere in-group religious education. Through this, it is hoped that Daesoon Jinrihoe will be able to expand as a world religion in a more timely manner than what would otherwise be achieved.

BoF based Action Recognition using Spatio-Temporal 2D Descriptor (시공간 2D 특징 설명자를 사용한 BOF 방식의 동작인식)

  • KIM, JinOk
    • Journal of Internet Computing and Services
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    • v.16 no.3
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    • pp.21-32
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    • 2015
  • Since spatio-temporal local features for video representation have become an important issue of modeless bottom-up approaches in action recognition, various methods for feature extraction and description have been proposed in many papers. In particular, BoF(bag of features) has been promised coherent recognition results. The most important part for BoF is how to represent dynamic information of actions in videos. Most of existing BoF methods consider the video as a spatio-temporal volume and describe neighboring 3D interest points as complex volumetric patches. To simplify these complex 3D methods, this paper proposes a novel method that builds BoF representation as a way to learn 2D interest points directly from video data. The basic idea of proposed method is to gather feature points not only from 2D xy spatial planes of traditional frames, but from the 2D time axis called spatio-temporal frame as well. Such spatial-temporal features are able to capture dynamic information from the action videos and are well-suited to recognize human actions without need of 3D extensions for the feature descriptors. The spatio-temporal BoF approach using SIFT and SURF feature descriptors obtains good recognition rates on a well-known actions recognition dataset. Compared with more sophisticated scheme of 3D based HoG/HoF descriptors, proposed method is easier to compute and simpler to understand.

Simplified Depth Modeling in HEVC-based 3D Video Coding (HEVC-기반 3차원 비디오 부호화에서 깊이 모델링 간소화 방법)

  • Song, Yunseok;Ho, Yo-Sung
    • Smart Media Journal
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    • v.2 no.2
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    • pp.28-32
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    • 2013
  • In this paper, we present a method to reduce complexity of depth modeling modes (DMM) that are used in the current 3D-HEVC standardization. DMM adds four modes to the existing HEVC intra prediction modes for accurate object edge representation in the depth map. Especially, Mode 3 requires distortion calculation of numerous pre-defined wedgelets, inducing high complexity. The proposed method employs absolute differences of neighboring pixels in the sides of the reference block to find high intensity changing positions. Based on such positions, the number of wedgelet candidates is reduced to six and distortion calculation is skipped for irrelevant wedgelets. Experimental results show complexity reduction by 3.1% on average, while maintaining similar coding performance.

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A Movie Recommendation Method based on Emotion Ontology (감정 온톨로지 기반의 영화 추천 기법)

  • Kim, Ok-Seob;Lee, Seok-Won
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1068-1082
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    • 2015
  • Due to the rapid advancement of the mobile technology, smart phones have been widely used in the current society. This lead to an easier way to retrieve video contents using web and mobile services. However, it is not a trivial problem to retrieve particular video contents based on users' specific preferences. The current movie recommendation system is based on the users' preference information. However, this system does not consider any emotional means or perspectives in each movie, which results in the dissatisfaction of user's emotional requirements. In order to address users' preferences and emotional requirements, this research proposes a movie recommendation technology to represent a movie's emotion and its associations. The proposed approach contains the development of emotion ontology by representing the relationship between the emotion and the concepts which cause emotional effects. Based on the current movie metadata ontology, this research also developed movie-emotion ontology based on the representation of the metadata related to the emotion. The proposed movie recommendation method recommends the movie by using movie-emotion ontology based on the emotion knowledge. Using this proposed approach, the user will be able to get the list of movies based on their preferences and emotional requirements.