• Title/Summary/Keyword: digital image

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Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

A Study on the Interactive Architecture in Nature Environment

  • Baek, Seung-Man
    • Journal of the Regional Association of Architectural Institute of Korea
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    • v.20 no.6
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    • pp.41-46
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    • 2018
  • The context of innovation in which we evolve today, subtracts us in a spacial reality and virtuality (digital) that aimed less and less to interact with natural processes which could converge to new possible relationships in the world. We constantly live in presence of fluctuations and imperceptible natural energies (wind, solar radiation, etc.) defined by flows, their own physicality, which remains without being virtual, elusive. This study first outlines how these energies already exploited within the framework of production, could be thought as interactive of our habitat's space dimension, as a prolongation of a physical and material environment built by men and for men, giving rise to new social, cultural dynamics, and making natural complexity of our space vivid, comprehensible with new visual and physical clues. In recent days, where lifestyles are changing, architecture no longer needs to limit its scope of creation to only built structures. Based on a deeper understanding of human and through new potential advanced technologies (kinetic system, etc), it is time to fundamentally diagnose what environments or devices contribute to our lives. Architecture becomes ${\ll}interface{\gg}$, step up its fundamental role, and newly defines the sturdy image and tectonics of existing environment, establishing a stance to search for a new typology. In the end, building will show two simultaneous and distinctive connections related to its physical existence: reality in its function and irreductibility, in its ability to forge new dynamic connections with its environment, hybridizing the spatial dimension to a new form of physicality, adaptive and incessantly flexible in the dimension time, becoming a vessel for ever changing contemporary lifestyles.

A Study of Verification Methods for File Carving Tools by Scenario-Based Image Creation (시나리오 기반 이미지 개발을 통한 파일 카빙 도구 검증 방안 연구)

  • Kim, Haeni;Kim, Jaeuk;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.4
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    • pp.835-845
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    • 2019
  • File Carving is a technique for attempting to recover a file without metadata, such as a formated storage media or a damaged file system, and generally looks for a specific header / footer signature and data structure of the file. However, file carving is faced with the problem of recovering fragmented files for a long time, and it is very important to propose a solution for digital forensics because important files are relatively fragmented. To overcome these limitations, various carving techniques and tools are continuously being developed, and data sets from various researches and institutions are provided for functional verification. However, existing data sets are ineffective in verifying tools because of their limited environmental conditions. Therefore, this paper refers to the importance of fragmented file carving and develops 16 images for carving tool verification based on scenarios. The developed images' carving rate and accuracy of each media is shown through Foremost which is well known as a commercial carving tool.

An Adaptive Motion Vector Estimation Method for Multi-view Video Coding Based on Spatio-temporal Correlations among Motion Vectors (움직임 벡터들의 시·공간적 상관성을 이용한 다시점 비디오 부호화를 위한 적응적 움직임 벡터 추정 기법)

  • Yoon, Hyo-Sun;Kim, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.35-45
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    • 2018
  • Motion Estimation(ME) has been developed to reduce the redundant data in digital video signal. ME is an important part of video encoding system, However, it requires huge computational complexity of the encoder part, and fast motion search methods have been proposed to reduce huge complexity. Multi- view video is obtained by capturing on a three-dimensional scene with many cameras at different positions and its complexity increases in proportion to the number of cameras. In this paper, we proposed an efficient motion method which chooses a search pattern adaptively by using the temporal-spatial correlation of the block and the characteristics of the block. Experiment results show that the computational complexity reduction of the proposed method over TZ search method and FS method can be up to 70~75% and 99% respectively while keeping similar image quality and bit rates.

A Comparison of Forest Contents in Animation of Background: Focused on 「Alice's Adventures in Wonderland」, 「Princess Mononoke」 (애니메이션에 배경으로써 표현된 숲의 이미지 분석 : 「이상한 나라의 앨리스」, 「원령공주」를 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.144-151
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    • 2019
  • The expression of natural backgrounds in a digital clip such as forest, water and sky break new ground and evolve. The process of arriving at a certain background style and designing belongs to the pre-production stage of animation produuction. Due to the advancement of CG technology, the production and consumption of animation has accelerated and so in an effort to reduce production time, the natural background has increasingly becomme normalised. For the distinction in contents, narrative and characters are emphasized in pre-production since it is believed that the background design will simply be a still image. However, there is a need to focus on background design as it is a tool that can effectively emphasize the narrative. This research is an analysis of the background design's role in forest background in productions such as "Alice's Adventures in Wonderland"(1951) and "Princess Mononoke"(1997). It details how appropriate each background forest was for the artist's intent using the 7 types of forest landscapes according to dendrology.

Realistic Enhancement of 3D Expressions for Building Expressions with Hologram (건축물 홀로그램 표현에서 3D 실체감 표현 향상방안)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1104-1109
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    • 2019
  • Business utilization of holograms is widely used as a similar hologram. The use of holograms has been proposed in many cases. In this paper, we present an outline of similar holograms using up to 3 or 4 facets, and express the similar holograms using the results produced by 3D modeling for a building from dealing with the representation of buildings from hololens to pseudo-hologram by using 3D modeling results. In addition, to reflect the real image of the disadvantage of modeling, we propose a method to enhance the 3D expression of the object by reflecting the actual building surface on the 3D model through photographing. Virtual building seen by the human eye can be virtually shown in space through a hologram among various methods shown in a virtual space such as AR / VR / MR. Through this study, it will be possible to express holograms of various materials such as buildings or cultural properties with enhanced realism.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

Emergency Broadcast System Using Radio and DMB for Tunnel and Underground (라디오와 DMB 방송을 이용한 터널 및 지하차도용 비상방송시스템)

  • Do, Daewook;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.392-394
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    • 2019
  • Tunnels and subterranean roads, which are representative evacuation facilities for national or regional disasters, have radio relay broadcasting facilities for legal reasons and convenience reasons. However, this system is limited to radio broadcasting and it is impossible to effectively communicate disaster or emergency situations that occur locally due to broadcasting of national broadcasting without DMB broadcasting. In order to improve this, we construct a remote disaster broadcasting system at each regional disaster station and implement a system to transmit it to each tunnel using internet or LTE network. The system in the tunnel transmits the emergency broadcasting signal through the existing relay equipment through the modulator which decodes the SMS, the media file, the real time broadcasting or the image received by the digital signal and converts it into FM and DMB frequency. The method proposed and implemented in this study can be used to provide efficient information and remote field control in case of emergency in tunnel and underground roadway.

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Big Data Analysis Using on Based Social Network Service Data (소셜네트워크서비스 기반 데이터를 이용한 빅데이터 분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.165-166
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    • 2019
  • Big data analysis is the ability to collect, store, manage and analyze data from existing database management tools. Big data refers to large scale data that is generated in a digital environment, is large in size, has a short generation cycle, and includes not only numeric data but also text and image data. Big data is data that is difficult to manage and analyze in the conventional way. It has huge size, various types, fast generation and velocity. Therefore, companies in most industries are making efforts to create value through the application of Big data. In this study, we analyzed the meaning of keyword using Social Matrix, a big data analysis tool of Daum communications. Also, the theoretical implications are presented based on the analysis results.

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