• 제목/요약/키워드: analysis of digital video

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복원된 영상에 표기된 시간 정보에 의한 프레임 재정렬 기법 (Frame Rearrangement Method by Time Information Remarked on Recovered Image)

  • 김용진;이정환;변준석;박남인
    • 한국멀티미디어학회논문지
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    • 제24권12호
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    • pp.1641-1652
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    • 2021
  • To analyze the crime scene, the role of digital evidence such as CCTV and black box is very important. Such digital evidence is often damaged due to device defects or intentional deletion. In this case, the deleted video can be restored by well-known techniques like the frame-based recovery method. Especially, the data such as the video can be generally fragmented and saved in the case of the memory used almost fully. If the fragmented video were recovered in units of images, the sequence of the recovered images may not be continuous. In this paper, we proposed a new video restoration method to match the sequence of recovered images. First, the images are recovered through a frame-based recovery technique. Then, after analyzing the time information marked on the images, the time information was extracted and recognized via optical character recognition (OCR). Finally, the recovered images are rearranged based on the time information obtained by OCR. For performance evaluation, we evaluate the recovery rate of our proposed video restoration method. As a result, it was shown that the recovery rate for the fragmented video was recovered from a minimum of about 47% to a maximum of 98%.

도로공간정보의 추출방법에 따른 경제성 분석 (Analysis of Economical Efficiency by the Extraction Method of Road Spatial Information)

  • 이종출;박운용;문두열;서동주
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2004년도 춘계학술발표회논문집
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    • pp.527-533
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    • 2004
  • This study has based on RTKGPS and DGPS and Digital Video Camera to 3-dimensional position data of road, as a Road Spatial Information. Economic efficiency analysis was applied to road spatial information system built up by four different methods such as conventional surveying, RTK GPS, DGPS, and Digital Video Camera. As a result of analysis, it was shown conventional surveying 100%, it was shown that about 64% in RTKGPS, it was shown that about 63% in DGPS, it was shown that about 37% in Digital Video Camera cost-saving.

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영상편집 직무의 수행 빈도, 중요도, 난이도 인식에 관한 연구 (A Study of Performing Frequency, Importance, and Difficulty on Video Editor's Duties)

  • 송화선
    • 디지털콘텐츠학회 논문지
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    • 제8권4호
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    • pp.531-539
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    • 2007
  • 디지털 기술의 발전 및 HD 콘텐츠 제작 기술의 도입으로 방송영상 제작환경은 혁신적으로 변화하고 있다. 특히 고화질 콘텐츠의 제작으로 영상 콘텐츠의 경쟁력을 확보하는데 제작인력의 역할이 더욱 중요해지고 있다. 따라서 제작 인력의 인식에 근거한 인력 양성과 전문성 향상을 위한 방안 마련이 필요하다. 이에 본 논문에서는 방송영상콘텐츠 제작 분야 중 영상편집 부문 전문가들의 직무인식과 요구분석을 하고자 한다. 이를 위해 DACUM 기법에 의한 영상편집 직무분석을 통해 도출된 9개의 임무 및 71개 작업을 연구모델로 설정하여 영상편집 직무의 수행 빈도, 중요도, 난이도 인식에 대해 분석하고 그 결과에 대해 논의하였다.

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A Practical Digital Video Database based on Language and Image Analysis

  • Liang, Yiqing
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1997년도 International Conference MULTIMEDIA DATABASES on INTERNET
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    • pp.24-48
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    • 1997
  • . Supported byㆍDARPA′s image Understanding (IU) program under "Video Retrieval Based on Language and image Analysis" project.DARPA′s Computer Assisted Education and Training Initiative program (CAETI)ㆍObjective: Develop practical systems for automatic understanding and indexing of video sequences using both audio and video tracks(omitted)

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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지상 전투 차량을 위한 다채널 영상 스트리밍 시스템의 회전 구동 대비 품질과 압축 대비 지연 분석 (Rotational Drive-Versus-Quality and Video Compression-Versus-Delay Analysis for Multi-Channel Video Streaming System on Ground Combat Vehicles)

  • 윤지혁;조영걸;장혜민
    • 한국군사과학기술학회지
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    • 제24권1호
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    • pp.31-40
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    • 2021
  • The multi-channel video streaming system is an essential device for future ground combat vehicles. For the system, the application of digital interfaces is required instead of the direct analog method to support selectable multiple channels. However, due to the characteristics of the digital interfaces that require en/decoding and signal conversion, the system should support the ability to adapt to quality and delay requirements depending on how video data is utilized. To support addressed issue, this study designs and emulates the multi-channel compressed-video streaming system of ground combat vehicle's fire control system based on commercial standards. Using the system, this study analyzes the quality of video according to the rotational speed of the acquisition device and Glass-to-Glass (G2G) delay between video acquisition and display devices according to video compression rates. Through these experiments and analysis, this paper presents the design direction of the system having scalability on the latest technology while providing high-quality video data streaming flexibly.

중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구 (A Study on Video Content Application Based on Mobile Device Platform in China)

  • 스위;정진헌
    • 디지털융복합연구
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    • 제17권10호
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    • pp.433-438
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    • 2019
  • 본 논문은 중국의 Mobil Device Platform 기반 영상콘텐츠 Application에 대해 분석하였으며 향후 발전 방안에 대해 연구하였다. 조사에 따르면 2019년 현재 중국의 인터넷 서비스 가입자와 앱 사용자는 전체 인구의 78%를 기록하였다. 독자적으로 Mobil Device Platform을 개발하여 영상콘텐츠 Application 서비스를 제공하고 있으며, 2013년부터 현재까지 동영상 앱 사용자 수가 6억 4천만 명으로 집계되었다. 이중 65%의 사용자는 두 개 이상의 영상콘텐츠 앱을 설치해 사용하는 것으로 나타났다. 중국의 TikTok, Kuai Shou, MeiPai 등 영상콘텐츠 앱은 조작이 간편한 User Interface와 사용자가 손쉽게 영상콘텐츠를 직접 제작 가능하도록 촬영, 편집, 특수효과 등의 기능을 제공함으로서 10대, 20대, 30대 뿐만 아니라 40대 이상의 사용자까지도 끌어들이고 있다. 영상콘텐츠 제작기능 제공은 미국의 유명 동영상 플랫폼 You Tube와는 다른 차별화 된 특징이라 할 수 있다. 동영상 플랫폼 시장에서 핵심 경쟁력은 콘텐츠 창작에 달려있다. VR, AR 등의 영상공학을 융합한 영상콘텐츠는 동영상 플랫폼 시장을 더욱 활성화 시킬 전망이다.

IPA를 활용한 비대면 환경 화상강의 개선 방안 연구 (A study on the improvement of non-face-to-face environment video lectures using IPA)

  • 권영애;박혜진
    • 디지털산업정보학회논문지
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    • 제17권3호
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    • pp.121-132
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    • 2021
  • The purpose of this study is to explore ways to improve the quality of real-time video lectures in a non-face-to-face environment using IPA (Importance-Performance Analysis). Recently, due to the impact of COVID-19 in universities, all remote classes are being implemented, so research is needed to raise learner awareness. Accordingly, factor analysis, mean analysis, correspondence analysis, and IPA analysis were performed based on the data of 632 students who responded from March 21 to June 30, 2021 for learners of K University in Chungbuk. First, overall satisfaction was low compared to importance, and the difference in system perception was the largest. Second, the difference in learner perception of real-time video lectures through the IPA matrix showed that the system error and screen cutoff were the largest. Third, the difficulty of lecture content, task and test feedback, etc. are classified. Accordingly, the satisfaction of real-time video lectures in non-face-to-face environments is low, suggesting that school-level support for quality improvement to improve learner satisfaction in non-face-to-face environments and the role of instructors are needed to improve learners' academic achievement.

A Comparative Study on the Features and Applications of AI Tools -Focus on PIKA Labs and RUNWAY

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.86-91
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    • 2024
  • In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.

NCS Course Design and Result Analysis of Class Application

  • Lee, Soonmi;Park, Hea-Sook
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.157-163
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    • 2016
  • In this paper, I had studied to focus on the NCS(National Competency Standard) course in the development process of NCS-based curriculum and designed and developed 'Digital Color Correction' course. 'Digital Color Correction' course was come up with in process of development of NCS-based curriculum in a department of university that aims to educate video-broadcasting experts who lead the advanced digital age. The course developed in this paper follows criteria of NCS and is designed to step in course-profile, instruction and evaluation. Also I made an analysis of learning effects after applying to class. And I compared and analyzed NCS-class and non NCS-class. As a result of comparison, NCS-class is better than non NCS-class in student attitude for learning and evaluation method.