• Title, Summary, Keyword: media frame

Search Result 597, Processing Time 0.056 seconds

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
    • /
    • v.37 no.4
    • /
    • pp.743-751
    • /
    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
    • /
    • v.19
    • /
    • pp.39-77
    • /
    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

UHDTV 콘텐츠 제작 환경의 변화

  • ;Gwon, Sun-Cheol;Lee, Seung-Hyeon
    • Broadcasting and Media Magazine
    • /
    • v.18 no.2
    • /
    • pp.92-99
    • /
    • 2013
  • 기존의 Full HD보다 4배 이상 많은 화소를 한 화면에 담은 고품질의 디스플레이 장치가 출시되었고, 고해상도의 영상을 실어 보낼 수 있는 차세대 압축 기술인 HEVC(High Efficiency Video Coding)가 표준화 승인을 받았다. 또한 최근 고품질의 콘텐츠를 위해 영화에서는 프레임 레이트(frame rate) 변화가 일어나고 있으며, 디스플레이 환경 또한 하이 프레임 레이트(high frame rate, HFR)가 지원되고 있는 추세이다. 가정에서도 영화관 수준의 콘텐츠를 볼 수 있는 환경의 변화가 생겼음을 고려하였을 때, 해상도와 함께 프레임 레이트에 대한 연구가 필요하다. 따라서 본 기고에서는 UHD(Ultra High Definition)와 HFR의 의미, 그리고 고품질의 콘텐츠 제작 프로세스의 변화에 대해 알아본다.

Deburring Characteristics of Frame Hole in Fishing Trackle Reel (휘싱 트래클 릴 프레임홀 면의 디버링특성)

  • 김정두
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
    • /
    • /
    • pp.203-208
    • /
    • 1998
  • Materials of the Frame hole in fishing trackle reel is made up a number large and small holes. Thus, it is difficult to effective machining. Abrasive flow machining(AFM) is useful to polish a internal or external surface of the 3-dimensional shape parts, which are used in many fields such as aerospace, automative, semi-conductor, and medical component industries. The machining process is that two hydraulic cylinders, which are located face to face, enforce abrasive media to the passage between workpiece and tooling parts alternately, and then the abrasives include in the media pass the passage and polish the surface of workpiece. The media which is made of polymer and abrasives plays the role of the tool for deburring or polishing complex shap workpiece by its viscoelastic characteristics. In this study, the abrasive media for abrasive flow machining was made by mixing viscielastic polymer with alunina and silicon carbide abrasive. Also, we present AFM device design and preliminary results of an investigation in to some aspects of the AFM process performance in fishing trackle reel.

  • PDF

Analysis on Issue Attributions between Twitter and Newspapers (트위터와 신문의 이슈 속성 비교 연구: MBC 파업을 중심으로)

  • Lee, Mina;Park, Chun Il;Moon, Jee Young
    • Journal of Internet Computing and Services
    • /
    • v.15 no.4
    • /
    • pp.43-55
    • /
    • 2014
  • This study investigated how social issues are interpreted and presented in Twitter in comparison to newspapers, considering Twitter functions as the media for information transmission and public opinion formation. this study used one of Twitter's media agenda, MBC strike, and analyzed how Twitter and newspaper deal with the issue of the MBC strike differently. The content analysis was performed to examine the differences. The categories for the content analysis include; message format, information sources, perspectives to be expressed, the frame of human interests, and the frame of cause-assigning. The results found out significant differences between Twitter and newspapers, which are related to essential differences between Twitter and newspaper as communication media.

Improvement of Visualization System for Player's Sequential Forms in Sports Broadcasting

  • Lee, Jae-Ho;Lee, Sang-Gil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • /
    • pp.119-124
    • /
    • 1997
  • We improved a visualization system for a player's sequential forms called‘Multi-Motion’which has ever been used in NHK live broadcasting. It is to extract only the player's forms from background, and overlap them into one frame sequentially after fast performance for a vault game of gymnastics. It helps TV viewers understand the player's performing forms easily. We increased the performance of Multi-Motion by shortening the distance between the current frame and the reference frame, and the synthesis of the reference frame.

  • PDF

Video analysis using re-constructing of motion vectors on MPEG compressed domain (압축영역에서 움직임 벡터의 재추정을 이용한 비디오 해석 기법)

  • Kim, Nak-U;Kim, Tae-Yong;Gang, Eung-Gwan;Choe, Jong-Su
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.39 no.3
    • /
    • pp.78-87
    • /
    • 2002
  • A macroblock(MB) in MPEG coded domain can have zero, one, or two motion vectors depending on its frame type and prediction direction (forward-, backward-, or hi-directionally). In this paper, we propose a method that converts these motion vectors on MPEG coded domain as a uniform set, independent of the frame type and the direction of prediction, and directly utilizes these re-analyzed motion vectors for understanding video contents. Also, using this frame-type-independent motion vector, we propose novel methods for detecting and tracking moving objects with frame-based detection accuracy on the compressed domain. These algorithms are performed directly from the MPEG bitstreams after VLC decoding with little time consumption. Experimental results show validity and outstanding performance of our methods.

A Resource Management Scheme for Reliable Multimedia Data Transmission in Ship Area Networks (선박 네트워크에서 신뢰성있는 멀티미디어 데이터 전송을 위한 자원 관리 기법)

  • Kim, Jin-Woo;Lee, Seong Ro
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.40 no.7
    • /
    • pp.1377-1384
    • /
    • 2015
  • In this paper, a resource management scheme for preventing the video frame loss in the presence of network congestion is proposed. WiMedia protocol is suitable for the application that supports the real-time multimedia service in the ship area network since it supports high speed data transfer. However, network congestion causes the degradation of video quality, since WiMedia standard discards video frames regardless of importance of video frame. Therefore, a resource management scheme for WiMedia network is proposed in this paper. The proposed technique can intelligently treat the network congestion, and solve the degradation of video quality.

Encryption Scheme for MPEG-4 Media Transmission Exploiting Frame Dropping (대역폭 감소를 적용한 MPEG-4 미디어 전송시의 암호화 기법 연구)

  • Shin, Dong-Kyoo;Shin, Dong-Il;Park, Se-Young
    • The KIPS Transactions:PartB
    • /
    • v.15B no.6
    • /
    • pp.575-584
    • /
    • 2008
  • According to the network condition, the communication network overload could be occurred when media transmitting. Many researches are being carried out to lessen the network overload, such as the filtering, load distributing, frame dropping and many other methods. Among these methods, one of effective method is frame dropping that reduces specified video frames for bandwidth diminution. B frames are dropped and then I, P frames are dropped according to dependency among the frames in frame dropping. This paper proposes a scheme for protecting copyrights by encryption, when we apply frame dropping to reduce bandwidth of media following MPEG-4 file format. We designed two kinds of frame dropping: first one stores and then sends the dropped files and the other drops frames in real-time when transmitting. We designed three kinds of encryption methods in which DES algorithm is used to encrypt MPEG-4 data: macro block encryption in I-VOP, macro block and motion vector encryption in P-VOP, and macro block and motion vector encryption in I, P-VOP. Based on these three methods, we implemented a digital right management solution for MPEG-4 data streaming. We compared the results of dropping, encryption, decryption and quality of video sequences to select an optimal method, and there is no noticeable difference between the video sequences recovered after frame dropping and the ones recovered without frame dropping. The best performance in encryption and decryption of frames was obtained when we apply the macro block and motion vector encryption in I, P-VOP.

Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.51-60
    • /
    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.