• Title/Summary/Keyword: contents scene

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Raising Visual Experience of Soccer Video for Mobile Viewers (이동형 단말기 사용자를 위한 축구경기 비디오의 시청경험 향상 방법)

  • Ahn, Il-Koo;Ko, Jae-Seung;Kim, Won-Jun;Kim, Chang-Ick
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.3
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    • pp.165-178
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    • 2007
  • The recent progress in multimedia signal processing and transmission technologies has contributed to the extensive use of multimedia devices to watch sports games with small LCD panel. However, the most of video sequences are captured for normal viewing on standard TV or HDTV, for cost reasons, merely resized and delivered without additional editing. This may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera techniques, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Moreover, it is also difficult to recognize the contents of the scorebox which contains the elapsed time and scores. This renuires intelligent display technique to provide small-display-viewers with better experience. To this end, one of the key technologies is to determine region of interest (ROI) and display the magnified ROI on the screen, where ROI is a part of the scene that viewers pay more attention to than other regions. Examples include a region surrounding a ball in long-shot and a scorebox located in the comer of each frame. In this paper, we propose a scheme for raising viewing experiences of multimedia mobile device users. Instead of taking generic approaches utilizing visually salient features for extraction of ROI in a scene, we take domain-specific approach to exploit unique attributes of the soccer video. The proposed scheme consists of two modules: ROI determination and scorebox extraction. The experimental results show that the proposed scheme offers useful tools for intelligent video display on multimedia mobile devices.

A new approach for overlay text detection from complex video scene (새로운 비디오 자막 영역 검출 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of Broadcast Engineering
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    • v.13 no.4
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    • pp.544-553
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    • 2008
  • With the development of video editing technology, there are growing uses of overlay text inserted into video contents to provide viewers with better visual understanding. Since the content of the scene or the editor's intention can be well represented by using inserted text, it is useful for video information retrieval and indexing. Most of the previous approaches are based on low-level features, such as edge, color, and texture information. However, existing methods experience difficulties in handling texts with various contrasts or inserted in a complex background. In this paper, we propose a novel framework to localize the overlay text in a video scene. Based on our observation that there exist transient colors between inserted text and its adjacent background a transition map is generated. Then candidate regions are extracted by using the transition map and overlay text is finally determined based on the density of state in each candidate. The proposed method is robust to color, size, position, style, and contrast of overlay text. It is also language free. Text region update between frames is also exploited to reduce the processing time. Experiments are performed on diverse videos to confirm the efficiency of the proposed method.

A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

Optimum Parameter Ranges on Highly Preferred Images: Focus on Dynamic Range, Color, and Contrast (선호도 높은 이미지의 최적 파라미터 범위 연구: 다이내믹 레인지, 컬러, 콘트라스트를 중심으로)

  • Park, Hyung-Ju;Har, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.9-18
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    • 2013
  • In order to measure the parameters of consumers' preferred image quality, this research suggests image quality assessment factors; dynamic range, color, and contrast. They have both physical image quality factors and psychological characteristics from the previous researches. We found out the specific ranges of preferred image quality metrics. As a result, Digital Zone System meant for dynamic range generally shows 6~10 stop ranges in portrait, nightscape, and landscape. Total RGB mean values represent in portrait (67.2~215.2), nightscape (46~142), and landscape (52~185). Portrait total RGB averages have the widest range, landscape, and nightscape, respectively. Total scene contrast ranges show in portrait (196~589), nightscape (131~575), and landscape (104~767). Especially in portrait, skin tone RGB mean values are in ZONE V as the exposure standard, but practically image consumers' preferred skin tone level is in ZONE IV. Also, total scene versus main subject contrast ratio represents 1:1.2; therefore, we conclude that image consumers prefer the out-of-focus effect in portrait. Throughout this research, we can measure the preferred image quality metrics ranges. Also, we expect the practical and specific dynamic range, color, and contrast information of preferred image quality to positively influence product development.

The Effect of Medication in the Patients with Bee-Sting (약물투여가 벌자상환자에게 미치는 효과)

  • Cho, Byung-Jun;Moon, Soo-Jae;Kim, Seon-Rye
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.350-356
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    • 2015
  • The purpose of this study is effect factors of Pre-Hospital Medication in the Patients with Bee-Sting. This study is to identify the necessity of using epinephrine in prehospital stage from the perspective of early management of anaphylaxis following a bee sting. Methods: Patients suffering from a bee sting who used the 119 rescue between 2013 from 119 center data were included. Age, sex, month of injury, time factors, vital signs, medication, signs, distance factors, presence of cardiac arrest, AVPU triage by EMT were extracted. The severity of bee sting injury was divided into mild, moderate, and severe according to the presenting symptoms and signs. Results: The severe patients treated by using oxygen, IV, ECG, Medication. Anaphylaxis is a serious allergic reaction of rapid onset that may lead to death. One of Anaphylaxis patients lived by using epinephrine. Most patients collapsed at the scene of mount. Bee sting injuries occurred primarily during summer to the farmer. Nine patients collapsed at the scene. Bee sting injuries occurred primarily from June to October. Conclusion: The primary treatment for anaphylaxis is epinephrine. Epinephrine in pre-hospital stage is factors of essential for patients. Also epinephrine will permit to be equipped in the EMT-P and use of epinephrine by law.

An Empirical Study on Firefighters' Health Hazard Factors -Focused on Fire Fighters, Rescue Workers and Emergency Medical Technicians Perception in Busan Fire Fighters- (소방공무원 건강장해 유해인자에 대한 실증연구 -화재진압대원, 구조대원, 구급대원의 인식조사를 중심으로-)

  • Kwon, Seol A;Lee, Min-Kyu;Park, Sang Ho;Kim, Da Young;Ryu, Sang Il
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.520-529
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    • 2019
  • This study is intended to provide basic data for health management of firefighters in the future by empirically looking into health hazard factors of firefighters in Busan City. It was revealed that firstly, the danger of harmful chemicals in a fire was perceived the most by firefighters, who extinguish a fire in person on the scene of a fire, and it was followed by the danger of falling while putting out a fire. This study is intended to provide basic data for health management of firefighters in the future by empirically looking into health hazard factors of firefighters in Busan City. It was revealed that firstly, the danger of harmful chemicals in a fire was perceived the most by firefighters, who extinguish a fire in person on the scene of a fire, and it was followed by the danger of falling while putting out a fire. Moreover, the danger of shift work was perceived the most by paramedics. This corresponds to the existing studies arguing that shift work is harmful to health. Next, the overload of patient transport was recognized as the second biggest hazard factor. This demonstrates they are worried about various second accidents that may happen due to a lot of patient transport works. In addition, the possibility of causing a traffic accident was perceived as a hazard factor too, since they must drive ambulance cars quickly to transport patients. Lastly, rescue workers regarded these hazard factors to be most dangerous. This is associated with their occupational characteristics, because rescue workers are the closest to diverse risks including a fire.

Functional Analysis of Classical Music in Film: Focused on (영화 속 클래식 음악의 기능분석:영화 <체실비치에서>를 중심으로)

  • Kang, Unsu;Ahn, Soo Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.152-164
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    • 2022
  • This thesis explores the relationship between Dominic Cooke's film (2017) and classical music. To analyze the relationship, researchers applied precedent research to the study. The relationship between the final scene of the movie King's Speech (2010) and the volume and instrumental changes of the Beethoven Symphony is analyzed by David Bashwiner, and Soohwan Ahn analyzed semantic association between the hotel conversation scene in a and Debussy's Arabesque. In addition, the study of application of Schumann's Träumerei to films was used as a methodology to find out how extra-musical information build meaningful sonority. Mozart's K.593, Haydn's Op.77 No.1, and Schubert's D.810 were used in the movie . This study analyzed the functions of Mozart, Haydn, and Schubert's music in . In order to express the relationship between the characters and their inner intentions, this film utilized the relationship between instruments, musical information and non-musical information of the pieces. Through this study, it is analyzed that the information of classical music functions and the core information of the plot of the movie combine together to improve the understanding of narrative.

Reproducing Summarized Video Contents based on Camera Framing and Focus

  • Hyung Lee;E-Jung Choi
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.85-92
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    • 2023
  • In this paper, we propose a method for automatically generating story-based abbreviated summaries from long-form dramas and movies. From the shooting stage, the basic premise was to compose a frame with illusion of depth considering the golden division as well as focus on the object of interest to focus the viewer's attention in terms of content delivery. To consider how to extract the appropriate frames for this purpose, we utilized elemental techniques that have been utilized in previous work on scene and shot detection, as well as work on identifying focus-related blur. After converting the videos shared on YouTube to frame-by-frame, we divided them into a entire frame and three partial regions for feature extraction, and calculated the results of applying Laplacian operator and FFT to each region to choose the FFT with relative consistency and robustness. By comparing the calculated values for the entire frame with the calculated values for the three regions, the target frames were selected based on the condition that relatively sharp regions could be identified. Based on the selected results, the final frames were extracted by combining the results of an offline change point detection method to ensure the continuity of the frames within the shot, and an edit decision list was constructed to produce an abbreviated summary of 62.77% of the footage with F1-Score of 75.9%

Visualization research based on hero tale stories in a fantasy movie (영웅서사구조 중심으로 하는 판타지영화의 시각화 연구)

  • Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.185-194
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    • 2010
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.25-33
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    • 2007
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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