• Title/Summary/Keyword: 2D Video

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A Research on streaming protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.239-244
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    • 2006
  • 최근 인터넷에서 많은 관심을 보이고 있는 개인 미디어(UCC;User Created, Contents, VC2;Viewer Created Contents, 이하 UCC-사용자가 직접 제작한 미디어 콘텐츠를 불특정 다수에게 제공하는 서비스) 중에 비디오/오디오 콘텐츠를 영상 콘텐츠의 기본적인 매체라 할 수 있는 TV상에서 직접 즐길 수 있다면 미디어의 대상과 그 미디어의 Entertainment적인 효과는 배가될 것이다. 디지털 케이블 방송에서 UCC와 같은 다양하고 많은 미디어 콘텐츠를 디지털 TV상에서 서비스를 하고자 한다면 현재의 OCAP(OpenCable Application Plat form)기반에서는 RVOD(Real Video on Demand)와 동일한 서비스 모델을 가져야 하는 부담과 UCC 제공을 위한 방송 플랫폼별 인터페이스가 필요할 것이다. 이러한 문제점을 Return Path를 통한 RTP(Real-time Transport Protocol;RFC1889)을 이용해서 기존의 VoD(Video on Demand)스트림의 대역에서 분리하고 별도의 VOD프로토콜을 구현함으로써 라이브 방송환경과 동일한 인프라의 지속적인 확장보다는 일반적인 네트워크 프로토콜을 이용하여 VoD서비스를 위한 인프라에 많은 영향을 받지 않는 서비스가 가능할 수 있을 것이다. 따라서 본 논문에서는 RTP를 위한 Set-Top-Box상의 다운로드 가능한 구조의 클래스 분석과 클라이언트 대응의 UCC Transcoding 및 전송을 위한 스트리밍 서버의 설계에 중점을 두고 경량화 된 VOD서비스 및 시스템을 설계함으로써 방송환경 하에 On-Demand서비스의 효율적인 확장성과 보다 많은 콘텐츠 등록 및 활용의 기회를 가져올 수 있을 것으로 기대한다.

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A Study on Robust Moving Target Detection for Background Environment (배경환경에 강인한 이동표적 탐지기법 연구)

  • Kang, Suk-Jong;Kim, Do-Jong;Bae, Hyeon-Deok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.5
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    • pp.55-63
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    • 2011
  • This paper describes new moving target detection technique combining two algorithms to detect targets and reject clutters in video frame images for surveillance system: One obtains the region of moving target using phase correlation method using $N{\times}M$ sub-block images in frequency domain. The other uses adaptive threshold using learning weight for extracting target candidates in subtracted image. The block region with moving target can be obtained using the characteristics that the highest value of phase correlation depends on the movement of largest image in block. This technique can be used in camera motion environment calculating and compensating camera movement using FFT phase correlation between input video frame images. The experimental results show that the proposed algorithm accurately detects target(s) with a low false alarm rate in variety environment using the receiver operating characteristics (ROC) curve.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

A Rule's Reasoning and Case-Based Learning Method for Efficient Dynamic Workload Balancing of VoD Systems (VoD 시스템의 효율적인 동적 작업부하조정을 위한 규칙 추론 및 사례기반 학습 방법)

  • Kim, Joong Hwan;Park, Jeong Yun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.107-117
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    • 2008
  • The agent system that can adjust the workload dynamically through thc periodical monitoring of the VoD system comprises the agency part interfacing the VoD system and the intelligence part reasoning or learning the facts required for the adjustment of workload. This paper proposes a learning method that can apply to the intelligence part of the agent system. The proposed method can adjust the workload more efficiently by the rule's reasoning process and case-based learning process. An experiment of implementing a simulator was conducted to see whether or not application of the proposed method to VoD systems is efficient. As a result of the experiment, it was found that the throughput and the average waiting time of the VoD server were relatively improved when the proposed method was applied compared to existing means.

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Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.44-55
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    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

The Examination of Reliability of Lower Limb Joint Angles with Free Software ImageJ

  • Kim, Heung Youl
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.583-595
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    • 2015
  • Objective: The purpose of this study was to determine the reliability of lower limb joint angles computed with the software ImageJ during jumping movements. Background: Kinematics is the study of bodies in motion without regard to the forces or torques that may produce the motion. The most common method for collecting motion data uses an imaging and motion-caption system to record the 2D or 3D coordinates of markers attached to a moving object, followed by manual or automatic digitizing software. Above all, passive optical motion capture systems (e.g. Vicon system) have been regarded as the gold standards for collecting motion data. On the other hand, ImageJ is used widely for an image analysis as free software, and can collect the 2D coordinates of markers. Although much research has been carried out into the utilizations of the ImageJ software, little is known about their reliability. Method: Seven healthy female students participated as the subject in this study. Seventeen reflective markers were attached on the right and left lower limbs to measure two and three-dimensional joint angular motions. Jump performance was recorded by ten-vicon camera systems (250Hz) and one digital video camera (240Hz). The joint angles of the ankle and knee joints were calculated using 2D (ImageJ) and 3D (Vicon-MX) motion data, respectively. Results: Pearson's correlation coefficients between the two methods were calculated, and significance tests were conducted (${\alpha}=1%$). Correlation coefficients between the two were over 0.98. In Vicon-MX and ImageJ, there is no systematic error by examination of the validity using the Bland-Altman method, and all data are in the 95% limits of agreement. Conclusion: In this study, correlation coefficients are generally high, and the regression line is near the identical line. Therefore, it is considered that motion analysis using ImageJ is a useful tool for evaluation of human movements in various research areas. Application: This result can be utilized as a practical tool to analyze human performance in various fields.

Design of an Efficient Initial Frequency Estimator based on Data-Aided algorithm for DVB-S2 system (데이터 도움 방식의 효율적인 디지털 위성 방송 초기 주파수 추정회로 설계)

  • Park, Jang-Woong;SunWoo, Myung-Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.3A
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    • pp.265-271
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    • 2009
  • This paper proposes an efficient initial frequency estimator for Digital Video Broadcasting-Second Generation (DVB-S2). The initial frequency offset of the DVB-S2 is around ${\pm}5MHz$, which corresponds to 20% of the symbol rate at 25Msps. To estimate a large initial frequency offset, the algorithm which call provide a large estimation range is required. Through the analysis of the data-aided (DA) algorithms, we find that the Mengali and Moreli (M&M) algorithm can estimate a large initial frequency offset at low SNR. Since the existing frequency estimator based on M&M algorithm has a high hardware complexity, we propose the methods to reduce the hardware complexity of the initial frequency estimator. This can be achieved by reducing the number of autocorrelators and arctangents. The proposed architecture can reduce the hardware complexity about 64.5% compared to the existing frequency estimator and has been thoroughly verified on the Xilinx Virtex II FPGA board.

A Vision-based Approach for Facial Expression Cloning by Facial Motion Tracking

  • Chun, Jun-Chul;Kwon, Oryun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.2 no.2
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    • pp.120-133
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    • 2008
  • This paper presents a novel approach for facial motion tracking and facial expression cloning to create a realistic facial animation of a 3D avatar. The exact head pose estimation and facial expression tracking are critical issues that must be solved when developing vision-based computer animation. In this paper, we deal with these two problems. The proposed approach consists of two phases: dynamic head pose estimation and facial expression cloning. The dynamic head pose estimation can robustly estimate a 3D head pose from input video images. Given an initial reference template of a face image and the corresponding 3D head pose, the full head motion is recovered by projecting a cylindrical head model onto the face image. It is possible to recover the head pose regardless of light variations and self-occlusion by updating the template dynamically. In the phase of synthesizing the facial expression, the variations of the major facial feature points of the face images are tracked by using optical flow and the variations are retargeted to the 3D face model. At the same time, we exploit the RBF (Radial Basis Function) to deform the local area of the face model around the major feature points. Consequently, facial expression synthesis is done by directly tracking the variations of the major feature points and indirectly estimating the variations of the regional feature points. From the experiments, we can prove that the proposed vision-based facial expression cloning method automatically estimates the 3D head pose and produces realistic 3D facial expressions in real time.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Image Retrieval using Adaptable Weighting Scheme on Relevance Feedback (MPEG-2 비디오 스트림 편집시의 비트율 제어)

  • 윤범식;노홍진;최윤식
    • Journal of Broadcast Engineering
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    • v.5 no.2
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    • pp.188-198
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    • 2000
  • As MPEG-2 is introduced, a new editing system that works at the compressed domain is required. It is efficient to paste the two different video sequences in the compressed domain, but after repeated pasting, the result sequence can violate MPEG-2 rate control algorithm. In other words, it causes the underflow of the buffer during the decoding time. The earlier study inserted an additional fade-in sequence but it is not natural when we make a program. In this paper, a nobel method using requantization of the underflow sequence is presented.

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