• Title/Summary/Keyword: video to images

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A Study on the Image Expression Technique Analysis of Television News Programs - Mainly on the Image Expression of Camera Reporter and VJ - (텔레비전 뉴스 프로그램의 영상표현기법 분석 - 카메라기자와 VJ의 영상표현을 중심으로 -)

  • Park Dug-Chun
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.184-191
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    • 2006
  • The purpose of this case study is to understand the characteristics and implication of videojournalist's image expression techniques in the television news programs, comparing with television camera reporter's image expression techniques. Texts chosen in this thesis are 120 programs of KBS2TV 'News Time' which had been on air from July to December in 2005. Shot size, camerawork, shot duration and camera angle of the images were analysed, which had been extracted through the processes of thematic classification. The results of the analysis of thematic classification shows us that videojournalist covered mainly social, economic and cultural news items, almost completely alienated in the fields of hard news as political and health-scientific news items which were very sensitive and influential on the life of the entire people of the nation. The results of the analysis on the characteristics of image expression reveals that videojournalist used one-shot more often than the camera reporter, showing us videojournalist's preference of close news gathering, and videojournalist used following and zooming much more often than camera reporter, showing us videojoumalist's preference of mobile and dynamic cameraworks, and videojournalist used low angles more often than camera reporter, also showing us videojoumalist's preference of candid camera style news gathering.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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A Study on the Sequence Analysis Technique of Urban Landscape Color and Urban Color Characteristics in accordance with Spatial Openness - Focusing on the View of the Daegu Monorail - (도시 경관색채의 시퀀스 분석기법과 공간 개방도에 따른 도시색채 특성연구 - 대구광역시 지상철 조망을 중심으로 -)

  • Koo, Min-Ah
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.120-136
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    • 2016
  • This study, views the color of scenery not as a static state, but rather as a continuous sequence of perceptions that incorporates the concept of time. This study derived techniques to quantitatively analyze the flow and data from this sequence. By utilizing this, urban color trends can be based on openness. This is very close to what would be experienced by an actual viewer: it extracted color data and visual amount from frames at 2-second intervals by shooting a video of the color sequence of the city as seen from both the left and right sides from the inside of the monorail (line 3 of the Daegu urban railway). These images were classified by color group, brightness, chroma, high chroma distribution derived techniques such as openness of space, brightness level, clarity level, high-chroma distribution and code, advantage of visual amount, dominant factor exposure, hot and cold color image and dynamic of sequence rhythm. During the derived sequence, the data determines the openness in the visual amount of sky and it was found that the tendency of the colors of the city was opening regression analysis. The more colorful the city is opening the brightness is lowered, the chroma increased slightly, cold colors significantly increased, which also had a very deep relationship with Lynch enclosed proportion, color change of the city trends through the actual scenery could grasp in more detail.

Efficient Searching for Shipwreck Using an Integrated Geophysical Survey Techniques in the East Sea of Korea (동해에서 지구 물리 이종방법간의 결합시스템을 활용한 침선 수색의 효용성 연구)

  • Lee-Sun, Yoo;Nam Do, Jang;Seom-Kyu, Jung;Seunghun, Lee;Cheolku, Lee;Sunhyo, Kim;Jin Hyung, Cho
    • Ocean and Polar Research
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    • v.44 no.4
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    • pp.355-364
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    • 2022
  • When the 60-ton-class patrol boat '72' of the Korea Coast Guard (KCG) was on duty and she accidentally collided with another patrol boat ('207', 200-ton-class) and sank. A month-long search found a small amount of lost items, but neither the crew nor the ship was found. For the first time in 39 years since the accident, the Korea Institute of Ocean Science and Technology (KIOST) searched the boat 72 using the latest integrated geophysical techniques. A number of sonar images presumed to be of a sunken ship was acquired using a combined system of side scan sonar and marine magnetometer, operated at an altitude of approximately 30 m from the seabed. At the same time, a strong magnetic anomaly (100 nT) was detected in one place, indicating the presence of an iron ship. A video survey using a remotely operated underwater vehicle (ROV) confirmed the presence of a shielding part of a personal firearm at the stern of the sunken vessel. Based on these comprehensive data, the sunken vessel discovered in this exploration was assumed to be '72'. This result is meaningful in terms of future ocean exploration and underwater archaeology, as the integrated system of various geophysical methods is an efficient means of identifying objects present in the water.

Cat Behavior Pattern Analysis and Disease Prediction System of Home CCTV Images using AI (AI를 이용한 홈CCTV 영상의 반려묘 행동 패턴 분석 및 질병 예측 시스템 연구)

  • Han, Su-yeon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.9
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    • pp.1266-1271
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    • 2022
  • Cats have strong wildness so they have a characteristic of hiding diseases well. The disease may have already worsened when the guardian finds out that the cat has a disease. It will be of great help in treating the cat's disease if the owner can recognize the cat's polydipsia, polyuria, and frequent urination more quickly. In this paper, 1) Efficient version of DeepLabCut for pose estimation, 2) YOLO v4 for object detection, 3) LSTM is used for behavior prediction, and 4) BoT-SORT is used for object tracking running on an artificial intelligence device. Using artificial intelligence technology, it predicts the cat's next, polyuria and frequency of urination through the analysis of the cat's behavior pattern from the home CCTV video and the weight sensor of the water bowl. And, through analysis of cat behavior patterns, we propose an application that reports disease prediction and abnormal behavior to the guardian and delivers it to the guardian's mobile and the server system.

Comparison of brain wave values in emotional analysis using video (영상을 이용한 감정분석에서의 뇌파 수치 비교)

  • Jae-Hyun Jo;Sang-Sik Lee;Jee-Hun Jang;Jin-Hyoung Jeong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.6
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    • pp.519-525
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    • 2023
  • The human brain constantly emits electrical impulses, which is called brain waves, and brain waves can be defined as the electrical activity of the brain generated by the flow of ions generated by the biochemical interaction of brain cells. There is a study that emotion is one of the factors that can cause stress. Brain waves are the most used in the study of emotions. This paper is a study on whether emotions affect stress, and showed two images of fear and joy to four experimenters and divided them into three stages before, during, and after watching. As a measurement tool, brain waves at the positions of Fp1 and Fp2 were measured using the NeuroBrain System, a system that can automate brain wave measurement, analysis, brain wave reinforcement, and suppression training with remote control. After obtaining the brain wave data for each emotion, the average value was calculated and the study was conducted. As for the frequency related to stress, the values of Alpha and SMR, Low Beta, and High Beta were analyzed. Brainwave analysis affects stress depending on the emotional state, and "fear" emotions cause anxiety by raising Beta levels, resulting in higher Mind Stress levels, while "joy" emotions lower Beta levels, resulting in a significant drop in Mind Stress.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Nonlinear Filter-based Adaptive Shoot Elimination Method (비선형 필터 기반의 적응적 슈트제거 방법)

  • Cho, Jin-Soo;Bae, Jong-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.2
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    • pp.18-25
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    • 2008
  • The current display systems including TVs are going digital and large-sized, and high visual quality of those systems becomes a very important selling point in the current display system market. Thus, various researches have been carried out for enhancing the visual quality of digital display systems. One of the important digital image(or video) enhancement techniques is sharpness enhancement, and it is generally based on a transient improvement technique that reduces the edge transition time. However, this technique often generates overshoot and undershoot, which cause undesirable pixel-level changes around the transient improved edge. In this paper, we propose a new nonlinear filter-based adaptive shoot elimination method for effectively suppressing the overshoot and undershoot that occur in the transient improvement, so that we can obtain visually sharper and clearer digital images(or videos). The proposed method uses two orthogonal directional min/max nonlinear filters with an adaptive shoot elimination scheme in order to effectively suppress the visually sensitive overshoot and undershoot. Experimental results show that the proposed method suppresses the overshoot and undershoot almost perfectly while maintaining the effect of the transient improvement. The applications of the proposed method include digital TVs, digital monitors, digital cameras/camcoders, portable media players(PMP), etc.

A Study on an Open/Closed Eye Detection Algorithm for Drowsy Driver Detection (운전자 졸음 검출을 위한 눈 개폐 검출 알고리즘 연구)

  • Kim, TaeHyeong;Lim, Woong;Sim, Donggyu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.7
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    • pp.67-77
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    • 2016
  • In this paper, we propose an algorithm for open/closed eye detection based on modified Hausdorff distance. The proposed algorithm consists of two parts, face detection and open/closed eye detection parts. To detect faces in an image, MCT (Modified Census Transform) is employed based on characteristics of the local structure which uses relative pixel values in the area with fixed size. Then, the coordinates of eyes are found and open/closed eyes are detected using MHD (Modified Hausdorff Distance) in the detected face region. Firstly, face detection process creates an MCT image in terms of various face images and extract criteria features by PCA(Principle Component Analysis) on offline. After extraction of criteria features, it detects a face region via the process which compares features newly extracted from the input face image and criteria features by using Euclidean distance. Afterward, the process finds out the coordinates of eyes and detects open/closed eye using template matching based on MHD in each eye region. In performance evaluation, the proposed algorithm achieved 94.04% accuracy in average for open/closed eye detection in terms of test video sequences of gray scale with 30FPS/$320{\times}180$ resolution.