• Title/Summary/Keyword: 2D Video

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Eye Pattern Detection Using SVD and HMM Technique from CCD Camera Face Image (CCD 카메라 얼굴 영상에서의 SVD 및 HMM 기법에 의한 눈 패턴 검출)

  • Jin, Kyung-Chan;Miche, Pierre;Park, Il-Yong;Sohn, Byung-Gi;Cho, Jin-Ho
    • Journal of Sensor Science and Technology
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    • v.8 no.1
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    • pp.63-68
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    • 1999
  • We proposed a method of eye pattern detection in the 2-D image which was obtained by CCD video camera. To detect face region and eye pattern, we proposed pattern search network and batch SVD algorithm which had the statistical equivalence of PCA. We also used HMM to improve the accuracy of detection. As a result, we acknowledged that the proposed algorithm was superior to PCA pattern detection algorithm in computational cost and accuracy of defection. Furthermore, we evaluated that the proposed algorithm was possible in real-time face pattern detection with 2 frame images per second.

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A Study on 8-VSB/MH Hybrid 3DTV Multiplexer Development based on ATSC2.0 (ATSC2.0 8-VSB/MH 융합형 3DTV 다중화기 개발에 관한 연구)

  • Kim, Sung-Hoon;Kim, Hui Yong;Jung, Kyeong-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.295-296
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    • 2016
  • 본 논문은 ATSC2.0 기반 8-VSB/MH 융합형 3DTV (A/104 Part 5 Service Compatible 3DTV using Main and Mobile Hybrid Delivery) 방식 다중화기 개발에 대한 내용을 기술한다. ATSC A/104 Part 5 SC-MMH 3DTV 방식은 미국의 지상파 DTV 표준화 논의단체인 ATSC 에서 고정 HD 서비스를 위한 8-VSB 채널과, In-band 모바일 TV 서비스를 위한 ATSC M/H 채널을 이용하여, 주파수 효율을 극대화한 새로운 개념의 3D 콘텐츠 전송기술을 도입한 HD 급 지상파 3DTV 방식으로 2014 년 8 월 융합형 3DTV 서비스 시그널링 방안 및 2015 년 10 월 부가정보(VEI: Video Enhancement Information)를 이용한 화질개선 기술을 ATSC 3DTV Standard 로 채택하였다. 본 논문에서는 이와같은 8-VSB/MH 융합형 3DTV Head-End 핵심장비인 8-VSB/MH 융합형 3DTV 다중화기 구현에 대한 내용을 기술한다.

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The Kinematic Analysis of Fouette A La Second in Cheerleading (치어리딩의 푸에떼 아라스공드 (Fouette A La Second) 동작의 운동학적 분석)

  • Yeon, Eun-Jung;Ryu, Jae-Kyun
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.173-181
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    • 2012
  • The purpose of this study was to research on the movement of Fouette A La Second which was a type of turning movements on cheerleading. This research was conducted for helping cheerleaders to improve their overall skills. The three cheerleading national team members were participated in this research and the movements of Fouette A La Second were recorded with 6 digital motion master 60 video cameras, operating at a sampling frequency of 60 fields/sec. Six out of ten turning motion data were collected and analyzed with Kwon3D XP. The results were as follow: 1) The subject A's Releve motion was not executed precisely because of the COG's unstability. So she was required to improve the balancing ability. 2) The subject B could not execute the precise A La Second motion because of subject B's large hip angle. By tracing the projection of B's right toe on x-y plane, the subject made an elliptical orbit. Because B did not have a proper turning skills she needed to improve the muscle power and flexibility. She also needed to move quickly from Releve to Plie movement. 3) The subject C could not execute the Plie movement precisely, so she could not turn her body correctly around a certain spot. The subject C needed to decrease the knee angle at the Plie motion.

Reinforced concrete beams under drop-weight impact loads

  • May, Ian M.;Chen, Yi;Owen, D. Roger J.;Feng, Y.T.;Thiele, Philip J.
    • Computers and Concrete
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    • v.3 no.2_3
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    • pp.79-90
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    • 2006
  • This paper describes the results of an investigation into high mass-low velocity impact behaviour of reinforced concrete beams. Tests have been conducted on fifteen 2.7 m or 1.5 m span beams under drop-weight loads. A high-speed video camera has been used at rates of up to 4,500 frames per second in order to record the crack formation, propagation, particle spallation and scabbing. In some tests the strain in the reinforcement has been recorded using "Durham" strain gauged bars, a technique developed by Scott and Marchand (2000) in which the strain gauges are embedded in the bars, so that the strains in the reinforcement can be recorded without affecting the bond between the concrete and the reinforcement. The impact force acting on the beams has been measured using a load cell placed within the impactor. A high-speed data logging system has been used to record the impact load, strains, accelerations, etc., so that time histories can be obtained. This research has led to the development of computational techniques based on combined continuum/discontinuum methods (finite/discrete element methods) to permit the simulation of impact loaded reinforced concrete beams. The implementation has been within the software package ELFEN (2004). Beams, similar to those tested, have been analysed using ELFEN a good agreement has been obtained for both the load-time histories and the crack patterns.

A Study on the Framework Construction of Disaster Monitoring and Transmitting System based on Smart-Phone (스마트 폰(Smart-Phone)기반의 재난 감시 및 상황전달시스템 프레임워크(Framework) 구축에 관한 연구)

  • Jeong, Duk-Hoon;Min, Geum-Young;An, Chang-Keun;Lee, Hoon-Seok
    • Journal of the Korea Safety Management & Science
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    • v.13 no.2
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    • pp.31-42
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    • 2011
  • Smart-Phones are utilized in disaster management field because it can deliver disaster information to large population simultaneously and quickly, and provide accurate information through situation-based service using the LBS(Location Based Service). To study on the utilization of smart phone for disaster information collection and dissemination method, this study suggest a framework which connects smart phone by loading application for reporting disaster. The disaster monitoring and situation dissemination system framework using smart phone is composed of 4 parts. First, smart phone application enters image, video, voice and text information and location of the disaster. Second, the disaster report reception and situation dissemination server receives the information, save in the DB, and send through smart phone SMS. Third, store into disaster information database. Fourth, display the disaster report and management information on 2D GIS, support the decision making process in deciding whether to manage as disaster, and disaster management web service which disseminates situation.

Implementing 360-degree VR Video Streaming System Prototype for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360 도 비디오 스트리밍 시스템 프로토타입 구현)

  • Ryu, Yeongil;Choi, YiHyun;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1241-1244
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    • 2022
  • 최근 K-Pop 을 위시한 예술공연 콘텐츠에 몰입형 미디어를 접목한 온택트 (Ontact) 미디어 스트리밍 서비스가 주목받고 있는 가운데, 본 논문은 일반적으로 사용되는 2D 디스플레이 또는 HMD (Head-Mounted Display) 기반 VR (Virtual Reality, VR) 서비스에서 탈피하여, 대형 가상현실 공연장을 위한 360 도 VR 비디오 스트리밍 시스템을 제안한다. 제안된 시스템은 Phase 1, 2, 3 의 연구개발 단계를 밟아 6DoF (Degrees of Freedom) 시점 자유도를 지원하는 360 도 VR 비디오 스트리밍 시스템을 개발하는 것을 최종목표로 하고 있으며, 현재는 Phase 1: 대형 가상현실 공연장을 위한 3DoF 360 도 VR 비디오 스트리밍 시스템 프로토타입의 개발까지 완료되었다. 구현된 스트리밍 시스템 프로토타입은 서브픽처 기반 Viewport-dependent 스트리밍 기술이 적용되어 있으며, 기존 방식과 비교하였을 때 약 80%의 비트율 감소, 약 543%의 영상 디코딩 속도 향상을 확인하였다. 또한, 단순 구현 및 성능평가에서 그치지 않고, 실제 미국 UCSB 에 위치한 대형 가상현실 공연장 AlloSphere 에서의 시범방송을 수행하여, 향후 Phase 2, 3 연구단계를 위한 연구적 기반을 마련하였다.

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A Design of Fractional Motion Estimation Engine with 4×4 Block Unit of Interpolator & SAD Tree for 8K UHD H.264/AVC Encoder (8K UHD(7680×4320) H.264/AVC 부호화기를 위한 4×4블럭단위 보간 필터 및 SAD트리 기반 부화소 움직임 추정 엔진 설계)

  • Lee, Kyung-Ho;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.145-155
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    • 2013
  • In this paper, we proposed a $4{\times}4$ block parallel architecture of interpolation for high-performance H.264/AVC Fractional Motion Estimation in 8K UHD($7680{\times}4320$) video real time processing. To improve throughput, we design $4{\times}4$ block parallel interpolation. For supplying the $10{\times}10$ reference data for interpolation, we design 2D cache buffer which consists of the $10{\times}10$ memory arrays. We minimize redundant storage of the reference pixel by applying the Search Area Stripe Reuse scheme(SASR), and implement high-speed plane interpolator with 3-stage pipeline(Horizontal Vertical 1/2 interpolation, Diagonal 1/2 interpolation, 1/4 interpolation). The proposed architecture was simulated in 0.13um standard cell library. The gate count is 436.5Kgates. The proposed H.264/AVC Fractional Motion Estimation can support 8K UHD at 30 frames per second by running at 187MHz.

A Design of 4×4 Block Parallel Interpolation Motion Compensation Architecture for 4K UHD H.264/AVC Decoder (4K UHD급 H.264/AVC 복호화기를 위한 4×4 블록 병렬 보간 움직임보상기 아키텍처 설계)

  • Lee, Kyung-Ho;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.102-111
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    • 2013
  • In this paper, we proposed a $4{\times}4$ block parallel architecture of interpolation for high-performance H.264/AVC Motion Compensation in 4K UHD($3840{\times}2160$) video real time processing. To improve throughput, we design $4{\times}4$ block parallel interpolation. For supplying the $9{\times}9$ reference data for interpolation, we design 2D cache buffer which consists of the $9{\times}9$ memory arrays. We minimize redundant storage of the reference pixel by applying the Search Area Stripe Reuse scheme(SASR), and implement high-speed plane interpolator with 3-stage pipeline(Horizontal Vertical 1/2 interpolation, Diagonal 1/2 interpolation, 1/4 interpolation). The proposed architecture was simulated in 0.13um standard cell library. The maximum operation frequency is 150MHz. The gate count is 161Kgates. The proposed H.264/AVC Motion Compensation can support 4K UHD at 72 frames per second by running at 150MHz.

The Investigation of the Changes of Visual Problems in VDT Workers (VDT 작업 전·후 시기능 변화)

  • Gang, Myoung Jin;Choe, Oh Mok
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.2
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    • pp.33-39
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    • 2002
  • The purpose of this study is to evaluate the effects of continuing work on VDT(video display terminal). Therefore, we examined visual fatigue by a questionnaire and measured frequency of blinking, tear film break-up time(BUT), height of palpebral fissure, visual acuity, refraction with retinoscopy and accommodation before and after two hour long VDT work. For the ocular symptoms, the greatest number was tired eyes accounting for 34%. In the visual symptoms, blurred vision was the highest rate of 83% and in case of systemic symptoms, shoulder pain was 38% marked top ranking but other symptoms were also distributed similar rate. The frequency of blinking during VDT work decreased significantly comparing with the one at rest. The average frequency of blinking is 8/min during VDT work and 22/min at rest. The BUT measured immediately after VDT work decreased much more than in the resting state. The average BUT was 7sec immediately after VDT work and 12sec at rest. The height of palpebral fissure during VDT work increased significantly comparing with the value at rest. The average height of palpebral fissure was 7.69mm at rest and 9.04mm during VDT work. The average visual acuity decreased almost 9.5% from 0.63 to 0.57, but refraction with retinoscopy increased about 0.28D to the direction of myopic shift. The amplitude of accommodation decreased approximately 1.49D from 7.98D to 6.49D and this resulted from the prolongation of near point of accommodation. Near point of convergence also was prolongated from 9.45cm to 10.30cm after VDT work.

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NS2 based Simulator for Performance Evaluation of P2P Streaming Systems (P2P 스트리밍 시스템의 성능 평가를 위한 NS2 기반 시뮬레이터 개발)

  • Kim, Hye-Sun;Hwang, Ki-Tae
    • The KIPS Transactions:PartD
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    • v.14D no.5
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    • pp.555-564
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    • 2007
  • Internet streaming systems consist of a media server, a streaming sewer, and terminals. The media server delivers multimedia contents such as video and/or audio to the streaming server, which distributes the contents to terminals as well. Existing Internet streaming systems have a bottleneck problem in the streaming server because of the limit of the processing capacity of the streaming server and therefore a streaming server can not accomodate more terminals than the limit. As a solution to this problem, P2P streaming systems have been lately proposed and investigated, using P2P distributed architectures. Actually, however, there exist many difficulties in the design and implementation of P2P streaming systems, because it needs many real computers and various network constructions. In this paper, we have proposed and defined a P2P streaming system model such as the architectural model, the timing model, the behavior model, and the performance metrics. And also we have implemented an NS2 based P2P streaming system simulator called P2PStreamSim. Finally, we have verified it through test simulations and analyzed the results.