• Title/Summary/Keyword: scene

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A Calibration Algorithm Using Known Angle (각도 정보를 이용한 카메라 보정 알고리듬)

  • 권인소;하종은
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.5
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    • pp.415-420
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    • 2004
  • We present a new algorithm for the calibration of a camera and the recovery of 3D scene structure up to a scale from image sequences using known angles between lines in the scene. Traditional method for calibration using scene constraints requires various scene constraints due to the stratified approach. Proposed method requires only one type of scene constraint of known angle and also it directly recovers metric structure up to an unknown scale from projective structure. Specifically, we recover the matrix that is the homography between the projective structure and the Euclidean structure using angles. Since this matrix is a unique one in the given set of image sequences, we can easily deal with the problem of varying intrinsic parameters of the camera. Experimental results on the synthetic and real images demonstrate the feasibility of the proposed algorithm.

INTELLIGENT VIDEO ENCODING FOR MPEG-1/2 VIDEO

  • Arachchi, H.Kodikara;Fernando, W.A.C.
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.607-610
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    • 2002
  • Even though digital video coding techniques have been developed very rapidly, rate controlling is still an unsolved problem. This paper presents a new scene adaptive video encoding scheme for MPEG-1 and MPEG-2 video encoders. Degradation of picture quality at scene changes due to poor prediction of global complexity measure is addressed. The proposed scheme determines the picture types adaptively based on scene contents of each video frame. The effective placement of reference and inter-reference frames is studied at sudden scene changes and gradual scene changes respectively. Results show that the proposed scheme demonstrates a significant improvement in performance compared to TM5〔1〕.

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Detection of Fast Scene Changes Using a Statistical Technique (영상의 통계적 특성을 이용한 급격한 장면전화 검출 알고리즘)

  • 곽대호;박성준;이건호;최유태;송문호
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.151-154
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    • 2000
  • We propose a statically motivated scene change detection algorithm. As the difference between the neighboring frames will generate peaks at scene boundaries, the problem of detecting fast scene changes is equivalent to detecting peaks in a given sequence. In this paper, the peak detection is performed via several statistics, namely the sample means and variances. For eliminating flash lights as well as detecting fast scene changes within a small number of frames, we have opted to use a two-stage process for computing the necessary statistics. The results indicate superiority of necessary statistics. The results indicate superiority of the proposed algorithm over the previously reported algorithm.

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PC networked parallel processing system for figures and letters

  • Kitazawa, M.;Sakai, Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10b
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    • pp.277-282
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    • 1993
  • In understanding concepts, there are two aspects; image and language. The point discussed in this paper is things fundamental in finding proper relations between objects in a scene to represent the meaning of the that whole scene properly through experiencing in image and language. It is assumed that one of the objects in a scene has letters as objects inside its contour. As the present system can deal with both figures and letters in a scene, the above assumption makes it easy for the system to infer the context of a scene. Several personal computers on the LAN network are used and they process items in parallel.

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Design and Implementation of the VRML Parser and Scene Graph Generator for Authoring of 3D Virtual Space (3차원 가상공간의 저작을 위한 VRML 파서와 Scene Graph 생성기의 설계 및 구현)

  • 전영훈;허도영;이종석;황대훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.155-160
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    • 1998
  • VRML 파서는 VRML(.wrl) 파일을 읽기 위하여 반드시 필요한 부분으로서, 이미 공개되어 있는 것으로는 C/C++ 코드의 QvLib1.0과 Yacc & Lex로 개발한 VRML2.0 파서가 있다. 그러나 QvLib1.0의 경우 VRML2.0 파일에 적용할 수 없으며, Yacc & Lex로 개발한 파서는 생성된 소스 코드를 수정하기 어려울 뿐만 아니라 이를 수정하기 위해서는 자동 생성기인 Yacc & Lex의 사용 방법을 잘 알고 있어야 한다. 이에 본 논문에서는 C/C++ 코드의 VRML2.0 파서를 설계 및 구현하고 파싱의 결과로 생성된 parse tree를 이용하여 VRML 파일을 scene graph로 bygus할 수 있도록 하는 Scene Graph 생성기의 구현과정을 소개하였다. 또한 본 연구의 파서와 Scene Graph 생성기를 기 개발된 VRML 저작도구에 적용 및 테스트하였다.

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New Abrupt/Gradual Scene Change Detection (새로운 급진적/점진적 장면 전환 검출)

  • Shin, Seong-Yoon;Rhee, Yang-Wen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2330-2334
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    • 2009
  • This paper presented a new scene change detection method of compounding color histogram and $x^2$ histogram. This method overcomes the disadvantages of difference value detection methods and will be taking advantage. Also, this method can detect all from the abrupt scene change detection to gradual scene change detection. The proposed method has been compared with previous method, and our experimental results show the better results than the previous method.

A Study on Killer Services in Ubiquitous Computing: The Case of the Scene of Labor Learning (유비쿼터스 컴퓨팅 환경에서의 킬러서비스 사례연구: 현장체험 학습을 중심으로)

  • Kim, Kyung-Kyu;Park, Sung-Kook;Ryoo, Sung-Yul;Kim, Moon-Oh;Chang, Hang-Bae
    • Journal of Information Technology Services
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    • v.6 no.2
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    • pp.99-112
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    • 2007
  • In this study we designed the killer services for the scene of labor learning in ubiquitous computing. To achieve this study, we have explored the unmet needs of teachers in the scene of labor learning and examined whether the unmet needs could be served by the resources and capabilities of ubiquitous computing. Then, we have crafted a detail killer services that includes value propositions and resource maps by using statistical methodology. Finally, the killer services for the scene of labor learning proposed to serve educational users with the service architecture. The result of this study will be applied to develop new business model in ubiquitous computing as the basic research.

Scene-Based Video Watermarking Using Temporal Spread Spectrum in Com pressed Domain (압축 영역에서 시간축 확산 스펙트럼을 이용한 장면단위의 비디오 워터마킹)

  • 최윤희;강경표;최태선
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.93-96
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    • 2002
  • This paper presents robust and efficient scene-based video watermarking method using visual rhythm (spatio-temporal slice) in compressed domain. Scene change can be detected easily using visual rhythm and video sequences are conveniently edited at the scene boundaries. Therefore, scene-based watermark embedding Process it a natural choice. Temporal spread spectrum can be achieved by applying spread spectrum methods to visual rhythm. Additive Gaussian noise, low-pass filtering, median filtering and histogram equalization attack are simulated for all frames. Frame sub-sampling is also simulated as a typical video attack Simulation results show that proposed algorithm is robust and efficient in the presence of such kind of attacks.

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Efficient 3D Scene Labeling using Object Detectors & Location Prior Maps (물체 탐지기와 위치 사전 확률 지도를 이용한 효율적인 3차원 장면 레이블링)

  • Kim, Joo-Hee;Kim, In-Cheol
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.11
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    • pp.996-1002
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    • 2015
  • In this paper, we present an effective system for the 3D scene labeling of objects from RGB-D videos. Our system uses a Markov Random Field (MRF) over a voxel representation of the 3D scene. In order to estimate the correct label of each voxel, the probabilistic graphical model integrates both scores from sliding window-based object detectors and also from object location prior maps. Both the object detectors and the location prior maps are pre-trained from manually labeled RGB-D images. Additionally, the model integrates the scores from considering the geometric constraints between adjacent voxels in the label estimation. We show excellent experimental results for the RGB-D Scenes Dataset built by the University of Washington, in which each indoor scene contains tabletop objects.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.