• Title/Summary/Keyword: 멀티스크린 영상

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Laser Pointer Interaction System Based on Image Processing (영상처리 기반의 레이저 포인터 인터랙션 시스템)

  • Kim, Nam-Woo;Lee, Seung-Jae;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.373-385
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    • 2008
  • The evolution of input device for computer has pretty much slowed down after the introduction of mouse as feinting input device. Even though stylus and touch screen were invented later on which provide some alternatives, all these methods were designed to have close range interaction with computer. There are not many options available for user to interact with computer from afar, which is especially needed during presentation. Therefore, in this paper, we try to fill the gap by proposing a laser pointer interaction system to allow user to give pointing input command to the computer from some distance away using only laser pointer, which is cheap and readily available. With the combination of image processing based software, we could provide mouse-like pointing interaction with computer. The proposed system works well not only in currently plane screen, but also in flexible screen by incorporating the feature of non-linear coordinate mapping algorithm in our system so that our system can support non-linear environment, such as curved and flexible wall.

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A Synchronization Technique for Android Multivision Applications with Multiple Smart Devices (안드로이드 기반의 다중 기기에서의 동영상 동시 재생을 위한 동기화 기법)

  • Kim, Ganghyeon;Yun, Junho;Lee, Bupjae;Kim, Daeyoung
    • Journal of KIISE
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    • v.42 no.1
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    • pp.1-6
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    • 2015
  • Smart electronics are now widely used in everyday life, but the size of the screen of such devices is still too small to fully enjoy multimedia content. Therefore, if the display is comprised of multiple views produced by multiple smart devices, then the screen output size can increase. However, a time delay between the devices can generate a discordance in the video and sound. This paper compares two synchronization techniques that can be used to minimize such a time delay, and proposes a synchronization technique in which, the timing of the screen for each device is calculated by synchronizing the playback time, using the timing information transferred from the control device, and periodically adjusting the playback timing forward or backward. When multimedia content is reproduced using multiple views from multiple smart devices, we can minimize the time delay, regardless of the network quality or the differences in the devices used for this technique.

An Environment Information Management System for Cultivation in Agricultural Facilities using Augmented Reality (증강현실 기반 농업용 환경 정보 관리 시스템)

  • Kim, Min-ji;Kim, Jong-Ho;Koh, Jin-Gwang;Lee, Sung-Keun;Lee, Jae-Hak
    • The Journal of Bigdata
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    • v.3 no.2
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    • pp.113-121
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    • 2018
  • In this study, an augmented reality(AR)-based information management system for agricultural facility is proposed. Using a variety of sensed data transmitted by Lora-based wireless networks deployed at the agricultural facility, this system is capable of augmenting the sensed data and displaying them on the user's smartphone screen to provide visualized information to user. When users point their smartphone camera to the agricultural facility, the environment information collected from numerous sensors installed at the facility would be visualized and appear on the screen. Unlike traditional system which requires user to search a specific facility and then select sensor(s) to obtain the environment information, the proposed system shows the information on smartphone screen by augmenting it with real image captured by camera without doing a series of time-taking selection process. Since the way of acquiring information is through image or video, this system contributes to convenient monitoring and efficient management for agricultural facility.

A Study on Multi-resolution Screen based Conference Broadcasting Technology (멀티 해상도 스크린 기반의 컨퍼런스 중계방송 기술 연구)

  • Kim, Young-ae;Yang, Ji-hee;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.253-260
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    • 2018
  • Personalized media broadcasting services can produce their own broadcasting contents with a variety of creative themes if they have just a transmission platform and devices that can obtain videos and voices of producers without the existing expensive equipment. In this paper, we develop and implement a new broadcasting system by applying this service framework to events such as seminars or academic conferences. The devices can be installed at each conference rooms and the integrated system transmitted to users. They can watch via their multi-resolution screen, such as smart-phones, laptops, and tablet PCs. It has the advantage of being able to receive real-time streaming and VOD services as well as additional information related to the conference. It is expected to provide convenience by allowing attendees to access the information via their devices, thereby creating an impact on participation and the underlying technology for the future research.

Implementation of High-definition Digital Signage Reality Image Using Chroma Key Technique (크로마키 기법을 이용한 고해상도 디지털 사이니지 실감 영상 구현)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.49-57
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    • 2021
  • Digital Signage and multi-view image system are used as the 4th media to deliver stories and information due to their strong immersion. A content image displayed on large Digital Signage is produced with the use of computer graphics, rather than reality image. That is because the images shot for content making have an extremely limited range of production and their limitation to high resolution, and thereby have difficulty being displayed in a large and wide Digital Signage screen. In case of Screen X and Escape that employ the left and right walls of in the center a movie theater as a screen, images are shot with three cameras for Digital Cinema, and are screened in a cinema with multi-view image system after stitching work is applied. Such realistic images help viewers experience real-life content. This research will be able to display high-resolution images on Digital Signage without quality degradation by using the multi-view image making technique of Screen X and Chroma key technique are showed the high-resolution Digital Signage content making method.

Slide-show of Panoramic Image through a Secondary Device by using MPEG-4 LASeR PMSI (MPEG-4 LASeR PMSI를 활용한 Secondary Device 기반 파노라믹 영상 슬라이드 쇼 재생 기술)

  • Park, Yongchul;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1014-1028
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    • 2012
  • Recently, N-screen service and secondary device have gotten an attention from public. Also, we can experience N-screen service through various digital devices. N-screen means multimedia technology which can seamlessly consume multimedia content. Secondary device means auxiliary multimedia device which can consume content related to main content through adjunct connection to main device. Not only be electronic manufactures interested in N-screen technology and services but also digital devices applied for N-screen have been released. But it has limitation that user can only consume content to be purchased from content company server not device of user. This paper proposes the system that composes effective and various N-screen multimedia service through MPEG-4 LASeR (Lightweight Application Scene Representation) PMSI (Presentation and Modification of Structured Information) as international standard technology which can provide scene description including many instruction for dynamic update of scene.

A Study on Artists' Cinema -Focusing on Eija-Liisa Athia's Consolation Service- (아티스트 시네마에 관한 연구 -엘리자-리사 아틸라의 <상담 서비스>를 중심으로-)

  • Yoo, seung-yon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.199-200
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    • 2018
  • 오늘날 미술관에서 멀티스크린 기반의 영상설치 작품을 접하는 것은 어려운 일이 아니다. 이와 관련해 갤러리 영화, 전시의 영화, 다른 영화 등과 같은 용어와 담론들이 있다. 본고에서는 최근 많이 사용되는 '아티스트 시네마'라는 용어를 사용 한다. '아티스트 시네마'를 영화이론(Film Theory)과 미술사(Art History)의 맥락이 교차하는 지점에 두고, '아티스트 시네마'가 경유하는 영화적 요소들과 현대 미술적 요소들을 엘리자-리사 아틸라의 <상담 서비스>(1999)를 통해 분석한다. 분석의 단계는 첫째, 내러티브를 구성하는 '프레임 안의 내용', 둘째, 영상 설치 작품을 구성하는 오브제와 작품이 놓인 미술관이라는 '프레임 밖의 맥락', 셋째, 관람자의 시간적, 공간적 경험이다. 이를 통해 '아티스트 시네마'와 미술관이라는 시스템이 가지는 비평의 지점에 관해 생각해 보고자 한다.

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Spatial Augmented Reality for Educational Content Display System (공간 증강 현실 기반 교육용 콘텐츠 전시 시스템)

  • Kim, Jung-Hoon;Lee, Young-Bo;Kim, Ki-Hyun;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.790-794
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    • 2008
  • This paper proposes a educational content display system based on spatial augmented reality with a multi-touch screen for effective learning with intuitive interaction. It is hardly expected that the existing display systems have major learning effects because the user-system interaction can only be achieved through buttons or switches, In contrast, the system proposed by this paper ensures more effective interaction through the user's movement, not through buttons or switches. This system uses a spatial augmented reality method to display images, thereby attracting the users' attention. In addition, it ensures the effective dissemination of information by providing visual images that are more realistic.

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Design of a Background Image Based Multi-Degree-of-Freedom Pointing Device (배경영상 기반 다자유도 포인팅 디바이스의 설계)

  • Jang, Suk-Yoon;Kho, Jae-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.6
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    • pp.133-141
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    • 2008
  • As interactive multimedia have come into wide use, user interfaces such as remote controllers or classical computer mice have several limitations that cause inconvenience. We propose a vision-based pointing device to resolve this problem. We analyzed the moving image from the camera which is embedded in the pointing device and estimate the movement of the device. The pose of the cursor can be determined from this result. To process in the real time, we used the low resolution of $288{\times}208$ pixel camera and comer points of the screen were tracked using local optical flow method. The distance from screen and device was calculated from the size of screen in the image. The proposed device has simple configurations, low cost, easy use, and intuitive handhold operation like traditional mice. Moreover it shows reliable performance even in the dark condition.

Scalable HEVC 표준 기술 동향

  • Kim, Gyeong-Hye;Jo, Hyeon-Ho;Sim, Dong-Gyu
    • Information and Communications Magazine
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    • v.30 no.9
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    • pp.49-57
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    • 2013
  • 네트워크 기술과 멀티미디어 압축 기술이 발달함에 따라 사용자들은 고화질의 멀티미디어 콘텐츠를 무선 환경에서도 끊김 없이 제공 받기를 원하고 있다. 또한, 스마트폰과 스마트패드와 같은 다양한 멀티미디어 장치가 일상생활에서 보편적으로 사용되면서 디바이스 간에 끊김 없는 미디어의 연동을 가능케 하는 N-스크린 서비스가 점차 확산되고 있다. 이러한 시장의 흐름에 발맞춰 JCT-VC (Joint Collaborative Team on Video Coding)는 차세대 동영상 압축 표준 기술인 HEVC (High Efficiency Video Coding)를 바탕으로 공간적 (Spatial), 화질적 (Temporal) 스케일러빌리티 (Scalability)를 제공하는 확장 표준인 SHVC (Scalable HEVC)를 표준화 중에 있다. JCT-VC는 SHVC 부호화 기술들을 평가하기 위하여 SCE (Scalable Core Experiment)를 진행하고 있으며, SHVC 표준은 2014년 6월에 표준화가 완료 될 것으로 예상된다. 본 고에서는 비디오 스케일 러빌리티의 기본 개념 및 SHVC 표준화 과정에서 제안된 주요부호화 기술들과 이슈들을 소개한다.