• Title/Summary/Keyword: viewer

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A Study on System for Analyzing Story of Cinematographic work Based on Estimating Tension of User (감성 상태 기반의 영상 저작물 스토리 분석 시스템 및 분석 방법 개발에 관한 연구)

  • Woo, Jeong-gueon
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.64-69
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    • 2015
  • A video-work story analysis system based on emotional state measurement includes a content provision unit which provides story content of a video-work, a display unit which displays content provided by the content provision unit, an emotional state measurement unit which measures a tense-relaxed emotional state of a viewer viewing the displayed story content, a story pattern analysis unit which analyzes the tense-relaxed emotional state measured from the emotional state measurement unit according to a scene in the story content provided by the content provision unit, and a story pattern display unit which prints out an analysis result or displays the analysis result as an image. The emotional state measurement unit measures a tense or relaxed emotional state through one or more analyses among a brainwave analysis, a vital sign analysis, or an ocular state analysis. A writer may obtain support in an additional scenario modification work, and an investor may obtain support in making a decision through the above description. Furthermore, the video-work story analysis system and analysis method based on emotional state measurement may extract a particular pattern with respect to a change in an emotional state of a viewer, compile statistics, and analyze a correlation between a story and an emotional state.

Visualization of cross-sectional two-phase flow structure during in-tube condensation (관내 응축 시 2상유동 단면구조의 가시화)

  • Pusey, Andree;Kim, Hyungdae
    • Journal of the Korean Society of Visualization
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    • v.14 no.2
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    • pp.18-24
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    • 2016
  • This paper presents an experimental investigation to visualize cross-sectional two-phase flow structure and identify liquid-gas interface for condensation of steam at a low mass flux in a slightly inclined tube using the axial-viewing technique, which permits to look directly into flow during condensation of steam. In this technique, two-phase flow is viewed along the axis of a pipe by locating a high-speed video camera in front of a viewer that is fitted at the outlet of the pipe. A short section of the pipe is illuminated and is recorded through the viewer, which is kept free of liquid by mildly introducing air. Experiments were conducted in a pipe of 19.05 mm in inner diameter at atmospheric pressure. Cross-sectional two-phase flow structure is obtained at a steam mass flux of $2.62kg/m^2s$ as a function of steam quality in the range from 0.5 to 0.9. The results show that stratified-wavy flow is a unique flow pattern observed in the scope of the present study. Condensate film thickness, stratification angle and void fraction were measured from the obtained flow structure images. Finally, heat transfer coefficient was calculated using the measurement data and discussed in comparison with existing correlations.

Community Model for Smart TV over the Top Services

  • Pandey, Suman;Won, Young Joon;Choi, Mi-Jung;Gil, Joon-Min
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.577-590
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    • 2016
  • We studied the current state-of-the-art of Smart TV, the challenges and the drawbacks. Mainly we discussed the lack of end-to-end solution. We then illustrated the differences between Smart TV and IPTV from network service provider point of view. Unlike IPTV, viewer of Smart TV's over-the-top (OTT) services could be global, such as foreign nationals in a country or viewers having special viewing preferences. Those viewers are sparsely distributed. The existing TV service deployment models over Internet are not suitable for such viewers as they are based on content popularity, hence we propose a community based service deployment methodology with proactive content caching on rendezvous points (RPs). In our proposal, RPs are intermediate nodes responsible for caching routing and decision making. The viewer's community formation is based on geographical locations and similarity of their interests. The idea of using context information to do proactive caching is itself not new, but we combined this with "in network caching" mechanism of content centric network (CCN) architecture. We gauge the performance improvement achieved by a community model. The result shows that when the total numbers of requests are same; our model can have significantly better performance, especially for sparsely distributed communities.

An Analysis on RAW Image Format and its Application for Portable Multimedia Devices (휴대용 멀티미디어기기를 위한 RAW 이미지 포맷 분석 및 응용)

  • Park, Mi-Ran;Sin, So-Hee;Kim, Jae-Shin;Ro, Kwang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.738-741
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    • 2009
  • 본 논문에서는 RAW 이미지 포맷 중 PEF, MRW에 대한 분석 결과와 RAWImage Viewer에 대해 소개한다. DSLR 디지털 카메라로 촬영되는 이미지 파일은 범용의 JPEG 포맷이나 제조사별 독자적인 RAW 이미지 포맷으로 저장된다. 이러한 RAW 이미지 파일을 PMP 등의 휴대용 멀티미디어 기기나 디지털액자에서 재생 및 확인하기 위한 요구가 증대되고 있다. 하지만, RAW 이미지 포맷이 디지털 카메라 제조사별로 다르고, 해당 포맷에 대한 구체적인 정보가 공개되지 않아 대부분의 휴대용 멀티미디어 기기에서 RAW 이미지 파일 재생 기능을 완벽하게 지원하지 못하고 있다. 본 논문에서는 RAW 이미지 파일 포맷을 분석하여 다양한 임베디드 멀티미디어 기기에서 모든 RAW 이미지 파일을 지원할 수 있는 라이브러리 구축을 위한 연구 결과 중 일부를 소개한다. Cannon의 CRW, CR2 포맷과 Nikon의 NEF 분석 결과에 이어 PEF, MRW에 대한 분석 결과와 RAW 이미지 출력 및 분석 기능이 포함된 RAWImage Viewer에 대해 설명한다. 연구 결과는 RAW 파일을 재생할 수 있는 임베디드 장비 및 PC용 RAW 이미지 파일 재생 라이브러리를 구축 및 응용 프로그램 개발시 활용될 것이다.

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Iconological Analysis on Woman and Clothes of Richard Avedon's and Cindy Sherman's Photography (Richard Avedon과 Cindy Sherman 사진에 표현된 여성과 복식에 대한 도상학적 해석)

  • Yun, Ji-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.1
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    • pp.115-126
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    • 2009
  • This study is about the iconological analysis on woman and clothes of Richard Avedon's and Cindy Sherman's constructed photographies which have questioned about life and existence of woman and present new visions about woman in comtemporary society and culture. The woman in R. Avedon's disguises herself with clothes, while the woman in C. Sherman's changes herself depending on the circumstances. R. Avedon reveals the inside of woman and ego with his gaze. The woman in his photography is reborn as another-self and communicates with the viewer through her eyes. C. Sherman has cast doubts with a woman's point of view in the way of making herself as an object in her works. C. Sherman has presented a new way of thinking about woman's body and ego. The viewer gives feminity and identity to the woman in C. Sherman's photography who has kept asking a question about woman-herself. The identity of woman in the photography has been changed depending on what she is wearing, what she is doing and where she is. Like this, the clothes which she puts on becomes another-self and also expresses life and dignity of the woman.

Effective Engineering VR (Virtual Reality) Simulator Using Multi-Channel (다채널을 활용한 효율적인 엔지니어링 VR (Virtual Reality) 시뮬레이터)

  • Goh, Il-Du;Lee, Dong-Seop;Roh, Hyun-Jin;Hwang, Tae-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2011.04a
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    • pp.652-655
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    • 2011
  • 건축, 구조, 기계, 전기, 토목, 조경 등 IT와 관련된 다양한 산업 분야에서는 각 산업의 기획, 생산, 운영등 단계별로 다양한 주제를 가지고 논의 및 시뮬레이션을 통하여 각 업체별로 의사를 개진해 나간다. 그러나 업종별 공정에 맞는 커뮤니케이션이 원활히 이루어져 나가기는 힘들다. 이러한 이유 중 가장 큰 부분은 데이터들이 다양한 뷰어(Viewer)들을 통하여 2차원적으로 보는 부분이 큰 비중을 차지하는 것에 비해 실제 결과물은 3차원적으로 다루어지고 있기 때문에 과정과 결과간의 격차로 인하여 벌어지는 문제가 크다. 각각 다양한 분야에서 생산되는 데이터들의 불확실성, 표현의 애매모호함으로 인하여, 이전 공정 단계에서 받은 데이터들을 현재의 공정 단계에 맞는 데이터로 변환되는 과정이 생긴다. 불필요한 과정들이 반복되는 사이 모든 공정이 지연되고, 많은 예산이 소모되는 등 많은 문제들이 발생되고 있다. 따라서 본 연구에서는 다채널을 활용한 VR 시뮬레이터로 몰입감을 높이고, 실제와 유사한 실감형 시뮬레이션으로 엔지니어링 VR 시뮬레이션이 가능함을 알 수 있었다. 향후에는 사용자의 용도와 목적에 따라 다양한 분야에서 활용의 범위가 넓을 것으로 기대되며, 많은 공간과 비용이 드는 현재의 다채널 시뮬레이터 형태를 보다 공간과 비용의 소모가 적고, 이동성을 갖춘 이동형 다채널 VR 시뮬레이터에 관한 연구가 필요하다.

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A Study of Digital Cartoon Authoring Tool with Specialized Emotion Viewer in Smart Phone (스마트폰에 특화된 감성 뷰어와 디지털 만화 저작도구에 관한 연구)

  • Koh, Hee-Chang;Min, Hyun-Ki;Cho, Jae-Hoon;Cho, Eun-Ae;Lee, Se-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.87-90
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    • 2010
  • 최근 급속도로 보급되고 있는 스마트폰은 큰 화면과 터치 기능은 물론 GPS를 포함한 다양한 센서와 표현기능이 포함되어 있다. 이 연구에서는 대부분의 스마트폰이 제공하고 있는 풍부한 표현성능을 최대한 활용하여 작가의 의도가 독자에게 최대한 전달될 수 있는 디지털 만화 감성 뷰어와 그 저작도구에 대하여 연구하고 구현하였다. 스마트폰에 탑재된 뷰어에서 독자는 각 Cut의 장면 전환 효과, 진동, 사운드 효과 등을 통하여 효과적인 디지털 만화읽기를 할 수 있도록 하였다. 또한 이러한 기능들을 컴퓨터 비전문가인 만화저작자들이 쉽게 적용할 수 있는 저작도구를 구현하였다. 저작도구는 이러한 감성표현 기능 외에도 화면전환 효과와 씬플로우(scene-flow)도 작가의 의도대로 적용할 수 있도록 하였다. 뷰어는 Apple, Android, Windows Mobile과 Symbian 운영체제에 대해 개발하였으며, 저작도구는 Windows XP 환경에서 개발하였다. 이 연구에서 개발된 뷰어와 저작도구가 상용화되면 현재 일본제품이 독점하고 있는 국내 이동통신의 디지털 만화 시장에 적용될 것이며, 디지털 만화의 앱스토어로 발전될 수 있을 것이다.

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Fast Generation of Stereoscopic Virtual Environment Display Using P-buffer

  • Heo, Jun-Hyeok;Jung, Soon-Ki;Wohn, Kwang-Yun
    • Journal of Electrical Engineering and information Science
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    • v.3 no.2
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    • pp.202-210
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    • 1998
  • This paper is concerned with an efficient generation of stereoscopic views for complex virtual environments by exploiting frame coherence in visibility. The basic idea is to keep visible polygons throughout the rendering process. P-buffer, a buffer of image size, holds the id of the visible polygon for each pixel. This contrasts to the frame buffer and the Z-buffer which hold the color information and the depth information, respectively. For the generation of a consecutive image, the position and the orientation of the visible polygons in the current view are updated according to the viewer's movements, and re-rendered on the current image under the assumption that, when the viewer moves slightly, the visibility of polygons remains unchanged. In the case of stereoscopic views, it may not introduce much difficulty when we render the right(left) image using visible polygons on the (right) image only, The less difference in two images is, the easier the matching becomes in perceiving depth. Some psychophysical experiments have been conducted to support this claim. The computational complexity for generating a fight(left) image from the previous left(right) image is bounded by the size of image space, and accordingly. It is somewhat independent of the complexity of the 3-D scene.

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PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement (효율적 게임개선을 위한 프레넬수학모델의 PBR 시뮬레이션)

  • Kim, Seongdong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.111-118
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    • 2016
  • This paper proposes the mathematical model of Fresnel effect used to illuminate and simulate a surface character model for defense game play. The term illumination is used to represent the process by which the amount of light reaching a surface character model used on game play is determined. The character surface shaders generally use a mathematical model to predict how light will reflect on triangles. The shading normally represents the methods used to determine the color and intensity of light reflected toward the viewer for each pixel representing the character surface model of the game. This model computes the reflection and transmission coefficients and compares simulated results to the Fresnel equations for the real game improvement.

An Efficient Application of eBSS DRM Method to eBook Contents based on ePub 3.0 for Smart Device

  • Jun, Eung Sup
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.59-72
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    • 2016
  • DRM(Digital Rights Management) is essential for the copy right protection of eBooks based on ePub 3.0 by IDPF. In this paper, we developed eBSS(eBook Service System) as ePub 3.0 builder and viewer system with DRM and proposed an efficient DRM method which improves the performance of contents generation, security and distribution system. The efficient application of DRM method to the eBook contents based on ePub 3.0 for smart phone is practically useful for eBook service system. It is very useful for the suggested eBSS with DRM method and strategy to apply easily and practically to the encryption and decryption of the eBook contents. Also, it is very efficient to generate the ePub 3.0 contents and to apply DRM method to it especially, by using practically this suggested ePub 3.0 builder system from the view point of the eBook content generation and its viewer such as eBook reader for user and eBook providers.