• Title/Summary/Keyword: media depth

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Complexity Reduction Method Using Inter-layer CU Depth Information for Scalable Video Coding Base on HEVC (계층 간 CU 깊이 예측을 이용한 HEVC SVC 고속 부호화 방법)

  • Jang, Hyeong-Moon;Nam, Jung-Hak;Sim, Dong-Gyu
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.765-780
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    • 2012
  • In this paper, we propose a fast mode decision method that determines the coding unit depth for enhancement layers to improve an encoding speed of a scalable video encoder based on HEVC. To decide the coding unit depth of the enhancement layer, firstly, the coding unit depth of the corresponded coding unit in the basement layer is employed. At this stage, the final CU depth is decided by calculating the rate-distortion costs of one lower depth to one upper depth of the referenced depth. The proposed method can reduce a computational load since it does not calculate the rate-distortion costs for all the depths of a target CU. We found that the proposed algorithm decreases encoding complexity of 26% with approximately 1.4% bit increment, compared with the simulcast encoder of the HM 4.0.

Hand detection using depth information (깊이 정보를 이용한 손 검출 방법)

  • Park, Sangheon;Kim, Joongrock;Kim, Jaesung;Lee, Sangyoun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.299-300
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    • 2011
  • 최근 손 동작 인식은 새로운 맨머신인터페이스(man-machine interface)를 위한 기술로 주목 받고 있으며, 이를 위한 손 검출은 손 동작 인식이나 손 추적을 위해 반드시 선행되어야 하는 중요한 기술이다. 기존에 연구되어온 대부분의 손 검출 방법으로는 색상을 기반으로 한 손 검출이었다. 하지만 색상을 기반으로 한 손 검출은 조명의 영향을 많이 받아 신뢰성을 보장하기 어렵다. 이러한 조명의 영향은 깊이 정보(depth information)를 이용함으로써 조명 변화에 강인한 손 검출을 수행할 수 있다. 본 논문에서는 손 검출을 깊이 정보를 활용하여 수행할 수 있는 방법을 제안하였다. 실시간으로 깊이 정보를 생성할 수 있는 depth sensor 하나를 사용하여 깊이 영상을 얻고 노이즈를 개선 해 준 후에 정의된 모션을 사용하여 손의 특징을 추출하여 손 검출을 하였다.

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ITERATIVE FACTORIZATION APPROACH TO PROJECTIVE RECONSTRUCTION FROM UNCALIBRATED IMAGES WITH OCCLUSIONS

  • Shibusawa, Eijiro;Mitsuhashi, Wataru
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.737-741
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    • 2009
  • This paper addresses the factorization method to estimate the projective structure of a scene from feature (points) correspondences over images with occlusions. We propose both a column and a row space approaches to estimate the depth parameter using the subspace constraints. The projective depth parameters are estimated by maximizing projection onto the subspace based either on the Joint Projection matrix (JPM) or on the the Joint Structure matrix (JSM). We perform the maximization over significant observation and employ Tardif's Camera Basis Constraints (CBC) method for the matrix factorization, thus the missing data problem can be overcome. The depth estimation and the matrix factorization alternate until convergence is reached. Result of Experiments on both real and synthetic image sequences has confirmed the effectiveness of our proposed method.

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SIMD instruction-based fast HEVC interpolation filter for high bit-depth (High bit-depth 를 위한 SIMD 명령어 기반 HEVC 보간 필터 고속화)

  • Mok, Jung-Soo;Ahn, Yong-Jo;Ryu, Hochan;Sim, Dong-Gyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.200-202
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    • 2014
  • 본 논문은 High bit-depth 를 위한 SIMD (Single Instruction, Multiple Data) 명령어 기반 보간 필터 고속화 방법을 제안한다. 픽셀 연산을 기반으로 하는 보간 필터링은 HEVC 복호화기에서 높은 복잡도를 차지하고 있지만 반복적인 산술연산을 수행하기 때문에 SIMD 를 이용한 고속화에 적합한 구조를 가지고 있다. 이러한 이유로 본 논문에서는 보간 필터 연산에 대하여 SIMD 명령어를 이용하여 메모리를 효율적으로 사용하여 고속화하는 방법을 제안한다. 제안하는 기술은 HEVC 참조 소프트웨어 HM 12.0-RExt 4.1 에 기반을 둔 ANSI C 기반 자체 개발 HEVC RExt 복호화기 소프트웨어에서 평균 8.5%의 복호화 속도향상을 보였으며, 보간 필터의 수행 시간을 평균 24.8% 향상시켰다.

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Further Optimize MobileNetV2 with Channel-wise Squeeze and Excitation (채널간 압축과 해제를 통한 MobileNetV2 최적화)

  • Park, Jinho;Kim, Wonjun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.154-156
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    • 2021
  • Depth-wise separable convolution 은 컴퓨터 자원이 제한된 환경에서 기존의 standard convolution을 대체하는데 강력하고, 효과적인 대안으로 잘 알려져 있다.[1] MobileNetV2 에서는 Inverted residual block을 소개한다. 이는 depth-wise separable convolution으로 인해 생기는 손실, 즉 channel 간의 데이터를 조합해 새로운 feature를 만들어낼 기회를 잃어버릴 때, 이를 depth-wise separable convolution 양단에 point-wise convolution(1×1 convolution)을 사용함으로써 극복해낸 block이다.[1] 하지만 1×1 convolution은 채널 수에 의존적(dependent)인 특징을 갖고 있고, 따라서 결국 네트워크가 깊어지면 깊어질수록 효율적이고(efficient) 가벼운(light weight) 네트워크를 만드는데 병목 현상(bottleneck)을 일으키고 만다. 이 논문에서는 channel-wise squeeze and excitation block(CSE)을 통해 1×1 convolution을 부분적으로 대체하는 방법을 통해 이 병목 현상을 해결한다.

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Improved Method for Depth Map Fusion in Multi View System (Multi View System 에서 Depth Map Fusion 을 위한 개선된 기법)

  • Jung, Woo-Kyung;Kim, Haekwang;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.223-225
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    • 2021
  • 실감 미디어에 대한 수요가 증가함에 따라 고품질의 실감 미디어에 대한 중요성이 증가하고 있다. 이러한 실감미디어를 제작하기 위해 사용되는 일반적인 기법 중 하나인 Multi View Stereo 는 깊이 영상 추정 및 해당 깊이 영상을 이용하여 3 차원에 point cloud 를 생성하는 fusion 과정을 거치게 된다. 본 논문에서는 다중 시점 영상의 깊이 영상을 정합하는 fusion 과정을 개선하기 위한 방법을 제안한다. 제안하는 방법에서는 깊이 영상, 색상정보를 이용하여 기준 시점의 depth map 을 이용한 fusion 과정을 거친다. 실험을 통하여 제안한 알고리즘을 이용한 결과가 기존보다 개선됨을 보인다.

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The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.229-240
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    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.

A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

A Conceptualization of Social Media Fatigue and Its Dimensions

  • Lee, Dong-Joo;Bang, Youngsok;Kim, Myoung-Soo
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.35-57
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    • 2022
  • Purpose - This study aims to conceptualize the construct of social media (SM) fatigue. Design/methodology/approach - A qualitative approach is employed to understand how SM users currently perceive (or interpret) the goals of SM usage and to conceptualize SM fatigue and its dimensions. We collected data through in-depth interviews of three SM users and group discussions among eighty SM users. Findings - we draw a definition of SM fatigue from a resource view that excessive SM use might lead to SM fatigue by depleting the internal resources of SM users. Further, through the analysis of the qualitative data from interviews and group discussions, we find the multi-dimensional nature of SM fatigue and identify five dimensions of SM fatigue-fatigue from the social obligation to interact with people, the importance of self-appearance, the quality of information, the quantity of information, and undesirable events-and common sources of fatigue in each dimension. Research implications or Originality - The conceptualization of SM fatigue elaborated in this study could enable scientific exploration of the role of SM fatigue in users' attitudes or behavior formation and change. On a practical front, this study would be valuable to companies by facilitating systematic investigations of their customers' fatigue through the lens of the SM fatigue dimensions.